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Ananke Update - 0.73 - Simple Modding Support

[p]Dear Fermi Paradox Community,
[/p][p]After a long winter break we are back with a new update named after the small Jupiter moon Ananke. We added the possibility to create and use simple mods and created 4 example mods that are already installed in the game. From larger galaxies to a challenge-free mode without Synthesis you can experiment with different game experiences. [/p][p] [/p][p]Also we are trying to improve the endgame, especially the situation when there is a lot of starships and signals active. We would like to give signal / spaceship interaction more variety with our new course change events and we introduced universal events that can happen anywhere from colonies to ship fleets. [/p][p][/p][p]Stay tuned for more updates in the near future. We put a lot of work into the upcoming Saturn update that will include the Nano Age, a challenge system and 3 new unlockable species.[/p][p]
[/p][p][/p][p]Early Access Build - 0.73.F.1 (Ananke Update) [/p][p][/p][p]Simple Modding Support[/p]
  • [p]When starting a new game you can enable mods and choose from four build in mods[/p][p]or from custom mods that you can place in your local save folder.[/p][p]
    For now the mods only can change some gameplay settings but we plan to extend the modding system so that events, text or even pictures can be changed at some point.[/p][p]
    If you are interested in the modding details check out the modding setup page in our[/p][p]new wiki : https://wiki.fermi-paradox.com/doku.php?id=setup[/p][p][/p][p]Steam Workshop is not supported at the moment but we will add this in a future update.[/p]
[p] Build-in Mod : Big Galaxy[/p]
  • [p]20 inhabitable planets instead of the default 10.[/p]
  • [p]Distances between stars are closer so your starships will travel shorter distances. [/p]
  • [p]Victory Conditions for the Final Technology are increased.
    [/p]
[p]Build-in Mod : Faster Starships / Signals[/p]
  • [p]Ships and signals travel 3 times faster. That is approximately the speed they have[/p][p]in our demo.[/p]
[p] Build-in Mod : Hard Science Fiction[/p]
  • [p]If you think that a game about the Fermi Paradox is no place for FTL technology [/p][p]you can play this mod that caps the maximum techlevel at the Singularity Age.[/p]
[p] Build-in Mod : Zero Synthesis Costs[/p]
  • [p]Nothing costs Synthesis - all Event Options and Flares are free. This is for players how want to play purely narrative and roleplay they civilizations without handling the Synthesis challenge. [/p]
  • [p]Beware you still have to deal with resource shortages and robot uprisings. This will be replaced at some point by a proper Storyteller mode. 
    [/p]
[p]New Change Course Signal Event
[/p]
  • [p]Starships that receive signals from a star that is not their destination or their origin
    can switch course to investigate the signal, if the signal origin is closer than the destination.
    [/p]
  • [p]Option A : Ship changes course, Positive Contact, Increase Ethics and Research and Decrease Resource Consumption
    [/p]
  • [p]Option B : Ship stays on course, Neutral Contact
    [/p]
  • [p]Option C : Ship changes course, Negative Contact, Increase Harm and Decrease Ethics[/p][p][/p]
[p]Universal Events[/p]
  • [p]We are adding more events that can happen on starships, colonies or full fletched civilizations to create more variety
    [/p]
  • [p]New Sol System Event "The Robots of Ananke"[/p]
  • [p]New Course Change Event "Divided Destination"[/p]
  • [p]New Course Change Event "Golden Opportunity"[/p]
  • [p]New Course Change Event "To boldly go where no one has gone before"[/p]
  • [p]New Course Change Event "Answer the Call"[/p]
  • [p]New Course Change Event "A New Target"[/p]
  • [p]New Course Change Event "Xeno Head Start"[/p]
  • [p]New Course Change Event "Paradigm Reevaluation"[/p]
  • [p]New Course Change Event "Priority Matrix"[/p]
  • [p]New Course Change Event "Call of Planet X"[/p]
  • [p]New Course Change Event "Lonely Hearts"[/p]
  • [p]Terraforming Event "Autogenesis"[/p]
  • [p]New Lightspeed Universal Power Event "Weaponized Dreams"[/p]
  • [p]New Lightspeed Universal Power Event "Fusion Guns"[/p]
  • [p]New Singularity Universal Power Event "Polyweapons"[/p]
  • [p]New Singularity Universal Power Event "Phantom Guns"[/p]
  • [p]New FTL Universal Power Event "Pulsar Weaponry"[/p]
  • [p]New FTL Universal Power Event "Implosion Shells"  
    [/p]
  • [p]Balancing - Synthetic uprisings start with a much lower population and harm values, making them easier to overcome for biological societies with high population or higher harm values.  [/p][p][/p]
  • [p]Balancing - When synthetics fight with biological systems or ships the population bonus is increased if one side has 1000 or even 10.000 times more population.[/p][p][/p]
  • [p]Balancing - Robots do not run out of resources as fast when they settle on a new planet or conquer it.[/p][p][/p]
  • [p]Bugfix : Robot wars with very large population civs were sometimes calculated wrong.[/p][p][/p]
  • [p]Bugfix : On some computers the first popup message or even the button text of the main menu has some "missing localization texts" because the localization files where not loaded quickly enough.
    [/p]
  • [p]More star systems are added (Epsilon Indi, Fomalhaut, Groombridge, Pollux, Vega, Xixax, and Northstar) [/p][p][/p]
  • [p]Galaxy Generation Text is now different when loading an existing game[/p][p][/p]
  • [p]Removed Twitter Icon and added Bluesky icon[/p]
[p] [/p][p]
See you up in the stars, voyager.

Jörg from Anomaly Games

Join our Discord server: https://discord.gg/n5bDJ7pRVM[/p][p]Join our Bluesky : https://bsky.app/profile/fermigame.bsky.social [/p]

Metis Update - 0.72 - Terraforming and Ingame Tutorial

[p]Dear Fermi Paradox Community,

After a long break we are back with an update for The Fermi Paradox. Doing game development with a 10 month baby at home is quite a challenge so it took us some time to finish the Metis update, named again after a Jupiter moon.

Our main focus for the Metis update is to improve the experience for first players, since we got a lot of feedback from first time players, who were confused about Robot Uprisings and First Contact, so we added ingame tutorial popups to help with these issues.

Also we are introducing Terraforming events. These events are available for colonies in the FTL age and can change the type of a planet. We observed during the endgame, how sometimes FTL organic colonies struggle to keep up with FTL synthetic societies, mainly because there were only a few Paradigm Shift events in the game that remove the colony status effect, blocking the FTL colonies from archiving the final technology.[/p][p][/p][p]We are continue working on the next big update and writing events for the upcoming Nano Age. All artworks are done and 50% of the texts are finished by now. [/p][p][/p][p]And as always, a big thanks to the community for your patience and support. [/p][p][/p][p][/p][p][/p][p]Early Access Build - 0.72.E.5 (Metis Update) [/p]
  • [p]Terraforming Colony Events Terraforming is one of the central technologies of our FTL Age. We introduced new events for FTL colonies to trigger a special paradigm shift event with common probability, that will change the planet type of the colony and remove the colony status.[/p][p][/p][p]This is also done for balancing reasons. During the endgame, when advanced FTL societies and robots compete over the galaxies, it was possible to push the FTL organics into a deadlock. They often have to flee to other planets from robot invasions or resource collapse and build up new colonies. But the rarity of the colony paradigm shift events prevented them from rising towards independence and so it was not possible to participate in final technology projects. The terraforming events even out this disadvantage and also create a new "Terraformed Planet" status that we can use for future follow up events. [/p][p][/p]
  • [p]More detailed Ingame Tutorial Panels[/p][p]To guide players through the game mechanics of the midgame and endgame better[/p][p]new tutorial panels are shown during gameplay. These panels can be disabled.

    "Fist Signal Send Info" - explaining that positive interpreted signals have a big effect on future direct contact events,

    "First Ship Send Info" and "First Contact Info" - explaining how the ethics of a native society are the main driving factor in the "Contact" option and the ethics of the spaceship crew the main driving factor in the "Observation" option.

    "Cyber Age Reached" explaining the robot uprising status symbols.

    "Singularity Age Reached" explaining the final technology event.[/p]
  • [p]Much more event options now remove the "robot uprising" status effects.[/p][p]
    "Machine Dependence", "Unethical AI" and "Robot Repression" status are often removed by technological enlightenment events, the ascension options of paradigm shift events or when injustice events are averted. 

    "Rapid Replication" status are removed often by technological reduction events, the ascension option of paradigm shift events or when consumption events are averted.  [/p][p]
    "Weird Machines" status are removed often by technological knowledge events, the ascension options of paradigm shift events or certain growth events. 

    All machine uprising statuses (except weird machines) are often removed during catastrophic events that cause massive loss of population or a lost in tech levels. Also some of the resource scarcity and resource exhaustion options remove most "robot uprising" statuses. [/p][p][/p]
  • [p]New Sol System Event "Radio Metis"[/p]
  • [p]New Sol System Event "The Metis Summit"
    [/p]
  • [p]New FTL Robot Event "The Quantum Ark"[/p]
  • [p]New FTL Robot Event "Echoes of Creation"[/p]
  • [p]New FTL Robot Event "Robotic Poetry"[/p][p][/p]
  • [p]New Terraform Event "Easy Terraforming"[/p]
  • [p]New Terraform Event "Global Granulation Project"[/p]
  • [p]New Terraform Event "Planetary Crust Perforation"[/p]
  • [p]New Terraform Event "Atmospheric Cooling Pattern"[/p]
  • [p]New Terraform Event "The Eden Protocol"[/p]
  • [p]New Terraform Event "Hypervegetation Boost"[/p]
  • [p]New Terraform Event "Planetary Oceanification"[/p]
  • [p]New Terraform Event "Planetary Restoration"[/p]
  • [p]New Terraform Event "Slow Terraforming"[/p][p][/p]
  • [p]New Extinction Event "Catastrophic Gender Reveal Party" [/p]
  • [p]Bugfix - FTL Colonies with extremely low population but maximal technology progress did not trigger the population crisis events. This is now fixed.[/p]
  • [p]Bugfix - FTL Colonies with very low resources but maximal technology progress did not trigger the resource crisis events. This is now fixed.[/p]
  • [p]Bugfix - Stone Age civilizations from ice, ocean and desert planets don't use "directed wildfires" as their WMDs anymore.[/p]
  • [p]Bugfix - The history text of the "Deportation Spaceship" from the transformation coexisting events displays now the correct system names.[/p]
  • [p]Bugfix - The "Mines of Io" event can only happen in the Sol System now[/p]
  • [p]Bugfix - When choosing the top option of the "First Sight" event the civilization is correctly named "The Visionaries" now and the "sightless species" status is correctly removed[/p]
  • [p]Bugfix - Ingame Menu is now correctly opened when pressing the Escape key[/p]
  • [p]Bugfix - The names of artefacts are now shown in the "Curious Artefacts" alien ruins colony event.
    [/p]
[p]
See you up in the stars, voyager.

Jörg from Anomaly Games

Join our Discord server: https://discord.gg/n5bDJ7pRVM
[/p]

Steam Dev Diary # 7 - Roadmap Update 2025

Dear The Fermi Paradox Community,

Development of The Fermi Paradox in 2024 was much slower than we hoped. We are only a small indie team and a mix of burnout, minor health issues, demanding day jobs, writer's block and fresh parenthood caused us to put out only one update in over a year.

Life sometimes gets in the way and when one core team member has only minimal time for the project, the whole development process is immensely slowed down.

The Fermi Paradox is still our passion project, and we will try our best to give it the love it deserves in 2025.



To ensure updates are released faster, we will create smaller updates in shorter intervals and instead of a large roadmap, we will focus on the next features that we want to implement:
  • Menu Improvement
    There is room for improvement to the user interface, especially in the general event choices and contact events.
  • Nano Age
    We’ve already written the majority of the events for the upcoming technology level that revolves around nanites and grey goo scenarios.
  • Meta Game / Challenges
    The Fermi Paradox is meant to be played over and over again, so we will add unlockable challenges and rewards for certain endings or achievements.
  • 3 New Unlockable Species
    It's been a while since we added new species to the game, so we want it to be possible to discover new species in the galaxy when enough challenges are unlocked.
  • History / Epilogue Improvements
    The history overview and the final epilogue does not reflect the amazing stories that evolve during a playthrough, and we want to improve on that.
  • Modding
    Modding is something the community has asked for a long time, and we plan for modding to be introduced in 3 stages. The first will be the ability to change config files for most game values. And in the future, modders will possibly be able to change event texts and at some point, exchange or add in-game art.


Thank you and see you up in the stars, voyager.

Jörg from Anomaly Games

Join our Discord server: https://discord.gg/n5bDJ7pRVM

Io Update - 0.71 - Endgame balancing, and more to come

Dear Fermi Paradox Community,

It took us some time, but we are finally back with a new update, taking into account your feedback on the flare system and the synthetic species that were introduced with the Ganymede 0.70 update.

The new flare system introduced in the previous Ganymede 0.70 update was very streamlined; faster to play and usable with a gamepad, but it removed a lot of the configuration options from the original flares, so that players were not able to move their favorite civilization into a specific direction. With this new update, the flare system still makes for faster gameplay, but you’ll now also have the opportunity to shape your galaxy. This includes the more antagonistic robot species!

While we like that our menus are not very cluttered, we also want to give our players a deeper view into the game's systems. So for this update, we added optional information popups for Research, Population, Harm, Ethics, Resources, Final Technology Stats, Contact Information and a Battle Prognosis.

Lastly, we added some unique events for FTL robots and FTL organics – to give the organics a bit more of a fair chance against a galaxy that is slowly overrun by synthetics.

Again, a big thanks to the community for your patience and sticking with us.



Early Access Build - 0.71.M.7 (Io Update)
  • The Flare System was reworked into a mix of the old and new system.

  • Organic Societies now spawn 5 different flares:

    Incremental Flares (on the far left position)
    Process Flares (on the left position)
    Neutral Flares (on the central position)
    Chaos Flares (on the right position)
    Decremental Flares (on the far right position)

  • Incremental / Decremental Flares (Cost 1 Synthesis - increases or decreases a specific civilization value - research, population, resources, ethics, harm potential - the type of flare is visible and stays the same for each star system during this turn)

  • Process Flares (Same as the former "Positive Flares" - No Synthesis Costs - increases a random value of research, population or ethics or decreases harm or resource consumption)

  • Neutral Flares (Stay the same - Gain 1 Synthesis - no values are changed)

  • Chaos Flares (Same as the former "Negative Flares" - Gain 2 Synthesis - decreases a random value of research, population or ethics or increases harm or resource consumption)

  • Synthetic Societies also spawn Incremental / Decremental Flares - so it is possible to change the values of synthetic civilizations more directly.

  • When Synthetic Societies reach the highest tech level (FTL Age at the moment) they create special Evolution, Configuration, Signal and Colony events that give them these options.

    Introspection - Gain Utopia and Static Behavior
    Sentry - Gain Harm and Observation Behavior
    Incrementation - Gain Population Growth and Expansion Behavior

  • FTL Organic Societies can react faster to Signals now and can trigger a special "Ship Response" event

    This event can send either a large fleet or a normal ship towards the origin of a signal.
    Dystopian societies might send different kinds of ships than Utopian societies.

  • Upgraded to the 2024 Unity Version

    For now this will only show some minor performance improvement but will help in later updates with better gamepad controls and a faster deployment times for new versions

  • New Sol System Event "The Mines of Io"
  • New Sol System Event "The Io Conspiracy"

  • New Contact Event "The Other Species" (Community Quote by Nathan Boyce)

  • New FTL Signal Ship Event "Rapid Response Fleet" (Community Quote by Jim Bruhman)
  • New FTL Signal Ship Event "Assault Armada"
  • New FTL Signal Ship Event "System to System Connection"
  • New FTL Signal Ship Event "Xeno Exchange Mission"

  • New Answer Signal Event "Distant Machines"

  • New FTL Robot Event "Apex Machines"
  • New FTL Robot Event "Universal Analysis"
  • New FTL Robot Event "Synthetic Seed"

  • UI Improvements - Slider of Society statistics are colored orange or red if value is critical
  • UI Improvements - Mouse Over Popup for Research
    Showing Research Percentages per Turn and Capabilities of Current Tech Level
  • UI Improvements - Mouse Over Popup for Population
    Showing Optimal Population Distribution
  • UI Improvements - Mouse Over Popup for Resources
    Showing Resource Level and Resource Crisis Chance
  • UI Improvements - Mouse Over Popup for Harm
    Showing War Casualties and Interspecies Conflict / Robot Uprising Defenses
  • UI Improvements - Mouse Over Popup for Ethics
    Showing Contact Details and Final Technology Ethic Thresholds
  • UI Improvements - For better readability / accessibility and to work better on Steam Deck some UI texts with small fonts were enlarged

  • Some Robot Upgrade events now give the robots names according to the Planet Type

  • New Icons for Evolution, Planet, Programming and Robot Development Flares
  • The "Skip Intro Movie" Button at the start of the game was not visible in some resolutions
  • Some "Synthetic Evolution" events will change the name of the new evolved robot species to something related to their home planet or their creator species.

  • Writing Pass on colony terms for specific planet colony events so not every colony is called a "Settler Colony" later
  • Writing Pass on society terms for earth planet events so that a society can be renamed to Martian / Venusian / Mercurian etc

  • Balancing - The time span between evolution events is shorter so it does not take so long to spawn all 7 playable species
  • Balancing - Starting Dystopia Values of all Robot Civilizations are reduced

  • Bugfix - The resource slider bar was flickering sometimes
  • Bugfix - The "Wormhole Invader" option was not correctly triggered with the "Wormhole Grid" Final Technology Event
  • Bugfix - The "Justice" song by Mona Mur and En Ensch was not played during the "Battle of the Bands" event
  • Bugfix - The "Fanatical Crew" event can not happen anymore to spaceships that already made alien contact
  • Bugfix - The "Quantum Age" of the robot civilization is now also called Quantum Age everywhere
  • Bugfix - Sometimes robot types set by specific events could not have been changed anymore so that societies kept building the same kind of robot forever. This is fixed now.
  • Bugfix - Newly evolved synthetic lifeforms sometimes were not marked when they "contacted" their creators
  • Bugfix - Underwater Species and Plant Species are not able to smoke "Memory Pipes" anymore
  • Bugfix - Genderless Species don't do "Rainbow Protests" anymore
  • Bugfix - Aquatic Species will not experience the longest night anymore
  • Bugfix - Final text of the "Simulated Paradise" ending was cut off
  • Bugfix - "Native Society contacted X different species in the past" text during contact is now correctly displaying the native societies name and not the spaceship name.
  • Bugfix - The names of plants and animals from the homeplanet are now correctly transferred to the spaceship
  • Bugfix - The title of an event was sometimes hidden when clicking the Back button from the multiple choice screen
  • Bugfix - Rare crashes during the robot uprising event are fixed
  • Bugfix - Rare crashes when robots build robot ships are fixed
  • Bugfix - Some variables for robot spaceships were not correctly set
  • Bugfix - In the history text of some spaceships the system name was not displayed

  • Credits - added Nelly and Robin to the new Production Babies section
    ( one reason this update took much longer than usual )


See you up in the stars, voyager.

Jörg from Anomaly Games

Join our Discord server: https://discord.gg/n5bDJ7pRVM

Small bugfix, Winter Sale and Old Version Branches

Hello Fermi Community,

Before the holidays we pushed a small bugfix that removes a nasty blocker, which occurred when the crew of a spaceship went extinct by a population crisis. We also enabled the possibility to play old versions of the game. We will push a update of the new flare system in January, but if you want to go back to the 0.69 Eros update with the old flare system during the holidays this is possible now. Also if you are curious about older versions knock yourself out.

More info on this on this forum post : https://steamcommunity.com/app/1543150/discussions/0/4032475099154649220/

Also there Winter Sale started and Fermi and the OST is 20% off.

Here are the Patch notes for todays fix

Small Patch - Version 0.70.Y.7

  • Spaceships that get destroyed by a population crisis event did display a broken dummy statistic screen that could not be removed. This issue is fixed now.
  • Colonies that turn into full civilizations do not copy the government name from the original home of the spaceship anymore.
  • The Mouseover Popup for the Flares is placed on a more convenient position.


Happy Holydays

Your Anomaly Games Team