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Distant Worlds 2 News

What’s Next - Roadmap

[p]First revealed during Slitherine Next in July, the new Distant Worlds 2 roadmap promises an exciting year ahead.
We've kicked things off with the Anniversary update and are following it up with a major update refreshing the Teekan and Haakonish in the Autumn.
Winter brings the brand-new expansion Shadows Rising, while spring will see a major update focusing on the Ackdarians.[/p][p][/p][p]And that’s not all: a new DLC is already in the works![/p][p]Get ready to experience the next chapter in the universe of Distant Worlds 2.[/p][p][/p][p]If you missed the Distant Worlds 2 segment at the Slitherine Next event on July 9th, catch up and watch it here:[/p][previewyoutube][/previewyoutube][p]
BUY THE GAME NOW:[/p][p][dynamiclink][/dynamiclink][/p]

The Anniversary Update is now available

[p]Welcome back, today we're happy to announce that the Anniversary Update is now available.[/p][p]Below you will find the latest and greatest information on Distant Worlds 2TM. Information in this document supersedes that in the official game manual.[/p][p]Troubleshooting:[/p][p]Ensure that your system meets the minimum system requirements. These are found in the game manual.[/p][p]Also, ensure that you have the latest video and sound drivers available for your system. The vast majority[/p][p]of reported problems are resolved by upgrading all drivers to the latest versions.[/p][p]If you are still experiencing problems with the game, please use our Ticket System or post in the Distant [/p][p]Worlds 2 Support Forum. Please provide as much detail on your issue as you can.[/p][p]To obtain optimum game performance, close all other applications before beginning a game.[/p][p][/p][p]IMPORTANT NOTE: If you still experience crashes, please try the new DXVK rendering option in the[/p][p]game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to[/p][p]DXVK. DXVK should also be used together with SDR (rather than HDR) for best results. This will likely[/p][p]resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does[/p][p]not launch, please note there is a command line option to switch back to DirectX 11. To use add /use-[/p][p]dx11 as a command-line argument to DistantWorlds2.exe.[/p][p][/p][p]Change History: [/p][p]v1.3.1.1 – 7th August 2025[/p][p]This major update focuses on crash fixes, improvements to fleet behavior, ship designs, and[/p][p]independent colonies, as well as various data fixes and miscellaneous changes based on feedback[/p][p]from the Tactics Update. In addition, this update includes a special new event chain to celebrate[/p][p]Slitherine’s 25th Anniversary and a small thematic easter egg for the occasional independent[/p][p]freighter.[/p][p][/p][h3]CRASH FIXES[/h3][p]• fixed rare crash when encountering independent colony[/p][p]• fixed rare crash when processing construction yards[/p][p]• fixed a number of crashes[/p][p]• fixed rare crash when starting area weapon blasts in a scene[/p][p]• fixed rare crash when generating a new game[/p][p]• fixed crash when resolving list items[/p][p]• fixed rare crash when picking up debris[/p][p][/p][h3]ANNIVERSARY CONTENT[/h3][p]• added a new anniversary story event to celebrate 25 years of Slitherine and Matrix Games[/p][p]• added a new anniversary variant freighter texture for one independent freighter[/p][p][/p][h3]GRAPHICS IMPROVEMENTS[/h3][p]• fixed faulty rendering for some planet types[/p][p][/p][h3]GALAXY SETUP[/h3][p]• empire starting location is now more accurate (specified in Start New Game screen)[/p][p][/p][h3]USER INTERFACE[/h3][p]• fixed Enemy Targets list filters sometimes not working properly when filtering by empire[/p][p]• changed default system badge display level to Enhanced (was Basic)[/p][p][/p][h3]VIEW LOCK FEATURE[/h3][p]• view lock now properly retains lock when ship or fleet enters or exits hyperspace[/p][p]• ship or fleet now smoothly locked with camera (no jiggle when zoomed in)[/p][p][/p][h3]INDEPENDENT COLONIES[/h3][p]• enhanced independent colonies to have more detail: more natural features that provide bonuses,[/p][p]ocassional defending troops, ocassional facilities of various sorts[/p][p]• improved intro text for first contact with independent colonies so that highlights unique items at[/p][p]colony[/p][p][/p][h3]FLEET BEHAVIOR[/h3][p]• fixed additional situations where empire bonuses were sometimes being applied twice to ships in[/p][p]a fleet[/p][p]• fixed weapons often not using correct repeatable values from tech tree while in combat (e.g.[/p][p]extended weapon range)[/p][p]• automated fleets now better at choosing best repair/retrofit yards, e.g. preferring spaceports (with[/p][p]many yards) over colonies[/p][p]• further improved fleet responsiveness when intercepting incoming enemy fleets[/p][p]• fleets intercepting incoming enemy fleets will now coordinate with each other so that more distant[/p][p]fleets drop off when closer fleets are available to intercept[/p][p]• fleets attacking creatures are now more careful about evaluating other threats at same location[/p][p]and will not auto-assign attack when breaches retreat conditions (assuming location is visible and[/p][p]threats are known)[/p][p]• fleets and ships now more careful when evaluating Hive threat for attack[/p][p]• improved fleet willingness to refuel prior to repairs when necessary[/p][p]• fixed invasion fleets sometimes attacking targets outside their engagement range (but will still[/p][p]attack targets of opportunity in same system even when outside engagement area)[/p][p][/p][h3]SHIP BEHAVIOR[/h3][p]• improved evaluation of attacks against threats for ships outside fleets so that more careful to[/p][p]avoid attacks against locations with many enemy targets unless can coordinate other nearby[/p][p]ships to assist[/p][p]• added new empire policy settings to control how ships outside fleets evaluate attacks against[/p][p]enemy targets in both offensive and defensive situations (Minimum Attack Level for Ships,[/p][p]Minimum Defend Level for Ships)[/p][p]• more careful to cancel all incoming missions for enemy ships when conquer one of their colonies[/p][p](colony ships loading population, load troops, refuel/repair/retrofit for military ships)[/p][p][/p][h3]FUEL TANKERS[/h3][p]• fuel tankers in fleets will now consider refuelling their fleet ships even when inside dangerous[/p][p]nebulae (e.g. ion storms) that they are not designed to handle, as long as the tanker is already at[/p][p]the same location as the fleet and is not disabled[/p][p][/p][h3]SHIP DESIGN[/h3][p]• removed PreferredWeaponComponentIds from all races (Races.xml) so that ship design and[/p][p]research is not influenced by these settings. These could interfere with the component policy[/p][p]settings, causing some confusion. The component policy settings are now fully authoritative[/p][p]when guiding the ship design automation.[/p][p]• improved manual upgrade of ship and base designs (Upgrade button) so that engine symmetry is[/p][p]honored and upgrade process attempts to keep upgraded components in the same bay if[/p][p]possible (i.e. when new component fits within maximum size of existing bay)[/p][p]• ensure that manually-designed ships and bases with hangar components always use at least one[/p][p]external hangar bay so that ships and fighters can properly enter and exit the hangar[/p][p]• improved selection of shields for automated ship design by tweaking evaluation of some shield[/p][p]values[/p][p]• fixed incorrect display of some shield component values where lower values are better[/p][p](Penetration Chance, Penetration Ratio)[/p][p]• improved auto-design for fighters so that will now dispense with fuel tank in favor of second[/p][p]reactor when required to fulfill power needs[/p][p]• improved auto-design for fighters so that more likely to add further engines when possible[/p][p]• automated designs for Spaceports and Defensive Bases now also includes shield recharge[/p][p]energy requirements when determining how many reactors to add, thus being more likely to[/p][p]avoid insufficient power output during battle[/p][p]• tweaked automated Defensive Base designs to typically have more shields and armor[/p][p]• automated designs now more likely to include countermeasures and targeting components, even[/p][p]when hull has inbuilt countermeasures and targeting (when components provide better values in[/p][p]these areas)[/p][p]• when manually designing a ship or base with a ship hull that only has internal hangar bays then[/p][p]disable rule requiring at least one external hangar bay to be filled by construction yards, docking[/p][p]bays or fighter bays[/p][p][/p][h3]RESEARCH[/h3][p]• reduced research point bonus from Research treaties to 10% (previously 20%)[/p][p]• removed PreferredWeaponComponentIds from all races (Races.xml) so that ship design and[/p][p]research is not influenced by these settings. These could interfere with the component policy[/p][p]settings, causing some confusion. The component policy settings are now fully authoritative[/p][p]when guiding the research automation.[/p][p][/p][h3]ALLIANCES[/h3][p]• fixed empire offers to end wars with alliances not properly displaying Alliance Vote screen to[/p][p]consider offer[/p][p]• fixed empire offers to end wars with alliances not being properly evaluated when diplomacy is[/p][p]automated[/p][p][/p][h3]BASE CONSTRUCTION[/h3][p]• Queue Base task buttons now use more precise determination of whether target is within[/p][p]construction ship fuel range[/p][p][/p][h3]USER INTERFACE[/h3][p]• ship damage report now shows more precise level of hull damage when nearing 100% health,[/p][p]thus making it clearer when a ship needs repair[/p][p][/p][h3]HIVE THREAT[/h3][p]• greatly improved Hive fleet ability to mine fuel, thus making the Hive more readily available for[/p][p]attack missions (all capable Hive ships will now mine for themselves and all ships mine faster)[/p][p][/p][h3]DATA[/h3][p]• adjusted independent freighter ship hulls[/p][p]• corrected an issue with the Boskara slave world event[/p][p]• various data fixes to government biases[/p][p][/p][h3]IKKURO / DHAYUT DLC[/h3][p]• story event typo fix[/p][p][/p][h3]ATUUK / WEKKARUS DLC[/h3][p]• fixed texture issues for some Wekkarus ships[/p][p]• story event typo fix[/p][p][/p][p]The Galaxy lives on.[/p][h3]WISHLIST NOW:[/h3][p][dynamiclink][/dynamiclink][/p]

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.

BUY DISTANT WORLDS 2:
https://store.steampowered.com/app/1531540/Distant_Worlds_2/

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:
https://store.steampowered.com/app/3350550/Distant_Worlds_2_Factions__Atuuk_and_Wekkarus/

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!

BUY NOW THE NEW DLC:
https://store.steampowered.com/app/3350550/Distant_Worlds_2_Factions__Atuuk_and_Wekkarus/

BUY NOW DISTANT WORLDS 2:
https://store.steampowered.com/app/1531540/Distant_Worlds_2/