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Exogate Initiative News

0.8.7 update hotfix 3

[h2]Fixes[/h2]
Teleport any gater or bot that would remain stuck in a gate room for a long time
Builders will not repair gate room door as long as someone remains in the gate room
Improved game launch to avoid potential freezes

Celebrating One Year of Exogate Initiative!

Greetings Gaters!

Exogate Initiative has now been in Early Access for one orbit around the sun! We’d like to take this opportunity to thank everyone who’s played, given feedback on, reviewed, wishlisted, or otherwise supported the game. We wouldn’t be here without you guys!

So let’s take a look back through space and time, and reflect on the game’s journey so far - as well as update you on our revised pre-launch schedule (short version: there will be another update before 1.0).

Many adventures have been had through the Exogate. Many more await.

[h2]
A Brief History of Exogate Initiative (Early Access Edition)[/h2]
[h3]18 April 2023: Steam Early Access Launch (AKA the Big Bang)[/h3]
The game launched with many new features not seen in the previous demos, enabling substantial campaign runs for the first time. New features included invasions, 5 gater classes, full roster of core rooms and unlocks, and 166 new and revised narrative events. The game was also fully playable in English, French and German. (For what happened before the Big Bang, please scroll riiiiiiiiiiiight to the bottom of our news feed!)

[h3]Q2 2023: Balancing, Performance, UX, Bugs[/h3]
It’s fair to say the game launched in what me might tentatively call “hard mode.” The balancing and economy still needed some work, and so that was the priority for our first post-launch updates. Combined with important performance, stability, and UX improvements, we smoothed out the player experience. We also squashed many bugs (alas not Sqarbs).

[h3]Q3 2023: Event Editor & Steam Workshop[/h3]
Our first major content update! We launched our event editor tools so players could create their own choice-based missions on exoplanets - including support for linked storylines, to tell stories across multiple worlds. Built-in Steam Workshop support means you can also share your creations, or download what others have made.

This update also saw us add plenty of new events to the game, alongside new features in the base such as bedrock mining and new types of beds.

[h3]Q4 2023: Alien Gaters & Operations Room[/h3]
Alien gaters arrived before the end of the year, bringing 3 new alien races to the game - but this time ones that could be recruited to live and work in the base, and go on missions with your teams! This went hand in hand with the new Operations room, which provided the much-requested ability to return to planets for more resources.

Sprinkle in some cool new tech like Exonium Generators, Builder Bot upgrades, and an improved mission overview UI, and this represented our second major content release.

[h3]Q1 2024: Invaders & Defenses[/h3]
This brings us to the present day and our biggest update yet, released just last month. We overhauled the invasion gameplay to introduce different types of invader unit, which arrive in dynamic waves that adapt to your strategy. You of course were provided with new weapons, defenses and controls to deal with them!

We also added more equipment to craft, and unlocks that allow for more diverse classes on missions, so they can help with events.

[h2]Roadmap to Launch (Revised)[/h2]
The main features left to implement before launch are:
  • Alien factions and 4X gameplay
  • Diplomat gater class
  • Further improvements, features and polishing, as time allows

However, the alien factions and 4X gameplay is a very large feature, and we want to make sure we get it right with your input. The original plan was to release this on a preview branch prior to the 1.0 launch - but instead we think a full patch update of a smaller version of the feature would be better.

So now there will be a patch update prior to 1.0, which will contain 1 alien faction with their own agenda on the star map. This should launch around early Quarter 3. From there we will iterate and improve the feature, and add an additional 3 factions to coincide with the 1.0 launch. This is summarized in the new roadmap image below:



We hope you’re as excited as we are for what’s coming next through the Exogate!

With that, all that remains is to say thank you once again for being a part of Exogate Initiative’s first year of life. We’d love to hear what the game means to you, what your favorite updates were, and what are some of your fondest memories from playing it this past year.

Safe travels,
Maxime MILLET
Creative Director, Xeno Bits

0.8.7 update hotfix 2

[h2]New[/h2]
  • A very large invasion wave will happen from time to time


[h2]Changes[/h2]
  • Sqarb Guardian shield range has been reduced from 10 to 8
  • Sqarb Guardian shield effect is now cumulative with a cap of 75% damage reduction
  • Sqarb Guardians now have a 50% chance to resist conventional weapons
  • Sqarb Guardians will not pack together as closely anymore
  • Sqarb new unit types will be encountered earlier in the game
  • Soldiers at guard posts will leave automatically to pursue invaders after a short time without acquiring a target
  • Increased minimum and default delay between invasion waves
  • Increased Railgun base damage (from 80 to 100)
  • Reduced Turret ammo capacity (from 30 to 20)
  • Decreased Turret reload duration (from 10 to 8 seconds)
  • Increased Turret cost (from 5000 to 10000)
  • Increased Turret power consumption (from 200 to 500)
  • Patent revenues will decrease more significantly after 12 months
  • Increased Ambulance Bot movement speed
  • Equipment crafting costs have been reduced
  • Soldiers not assigned to a guard post will equip a weapon before the invaders enter the base


[h2]Fixes[/h2]
  • Fixed an issue where Turrets were not repaired by builder bots
  • Fixed an issue where Scientists were not studying some invader corpses
  • Fixed Exonium Generators not properly restarting when reloading a save
  • Fixed an issue where a Sqarb Warrior would sometimes never leave the base
  • Fixed an issue where some gaters would not be able to do anything after removing their Exosuit

0.8.7 update hotfix 1

Fixed an issue with workshop related unlocks, leading to foundry not processing ore properly.

New major update: Invaders, Defenses & More

Greetings Gaters!

We’re pleased to finally get this latest update into your hands! This is the biggest gameplay patch yet, so update your game on Steam and let us know what you think! To celebrate the launch we’re also putting the game on sale, at 25% discount for 10 days.

Despite the many changes, existing saves are still compatible. But for the optimum experience we recommend starting a new run.

Read on for the highlights - including some surprises not previously revealed! - and find the detailed changelog at the end of this message.

New Invaders & Adaptive Difficulty

Invasion waves are no longer limited to Sqarb Drones: 3 new types of invader join the ranks of those pouring into the base, each requiring a unique combat strategy to deal with.

Sqarb family portrait, circa 2057

The complete set of invaders now comprises:

  • Sqarb Drone: Versatile unit, which attacks power generators and breaks through locked doors (and sometimes walls)
  • Sqarb Guardian: Heavy defensive unit, which protects other nearby Sqarbs with its energy shield
  • Sqarb Warrior: Aggressive combat unit, which escorts other Sqarbs and attacks gaters on sight (not just soldiers!)
  • Sqarb Swarmer: Small unit that follows Drones and attacks power generators, using the energy to replicate itself

The makeup of each wave will vary dynamically now too. Rather than a linear increase in difficulty, each wave will adapt to your playstyle and performance, for a truly unique, fair and challenging experience.

New Weapons & Upgrades

To deal with the new threat we’re introducing new weapons for your soldiers, along with upgrades and automated turrets!

The turret was too big to fit in this image, but if you like these you’ll love that

The full arsenal now at your disposal:

  • Pistol: Basic sidearm available from the start, favored when assault rifles are unavailable
  • Assault Rifle: Powerful automatic rifle, favored over pistols
  • Plasma Launcher: Deals damage over a large area by launching a deadly plasma shell - useful for dealing with crowds of enemies
  • Railgun: Deals massive damage but takes time to reload, due to its high-velocity firing mechanism - useful against shielded enemies
  • Turret: Automated artillery weapon, which targets enemies in a cone in front of it, and reloads automatically

Each weapon can also be upgraded along two tech paths: Smart, which increases firing rate, and Heavy, which increases damage dealt. You’ll want to be fully upgraded by the time the late-game invasions ramp up!

To unlock advanced weapons and upgrades in the tech tree, you’ll need to use Alien Biotech Points: this is a new currency, which is accrued by your scientists when they study the remains of dead invaders.

New Defenses, Controls & Equipment

You’ll need more than just guns to stop the Sqarbs though - but don’t worry, we’ve got you covered with new defenses, equipment, and direct invasion controls!

An excellent example of non-authorized personnel

New defenses to place in the base:

  • Security Blast Door: A reinforced door, which locks automatically for non-authorized personnel
  • Shielded Guard Post: Shielded version of the standard guard post, affording soldiers protection during combat
Assuming direct control!

Direct invasion controls, so you can better manage your soldiers and civilians:

  • Combat Zone: Designate an area for your soldiers to rally during an invasion
  • Guard Post Controls: Order soldiers to man their guard posts, or to leave them and proceed to the Combat Zone
  • Safe Zone: Designate areas where your civilian gaters should gather during an invasion
  • Safe Zone Controls: Send civilians to their nearest Safe Zone, or give the all-clear
  • Lock All Doors: Lock/unlock all doors in the base with one click

New equipment, which you can craft at a Workbench and equip to individual gaters:

  • Body Armor: Reduces damage received, both during missions and in the base
  • Servo-Assisted Boots: Increases walking speed in the base
  • Mining Exoskeleton: This one isn’t technically about defense - but when the dust settles after an invasion, and your dusty mining missions resume, it allows gaters to carry more ore


Gater Training & Team Composition

New training unlocks in the tech tree now allow any class of gater to carry Bio Samples, Specimens, and Raw Ore during missions. This means you can send more diverse teams of gaters without sacrificing loot, such as soldiers and medics to improve mission safety, or other classes to help with events.

What might on first glance seem like a small feature, we think will address what is without doubt the most requested feature right now: larger team sizes. Implementing variable team sizes would have a big knock-on effect on the design of the game; we’re hopeful that we’ve instead introduced something that will serve the same purpose.

We’d love to hear what you think about this new feature!

What’s Next?

Now this hefty update is behind us, we can focus on the last big area of content before our 1.0 launch: Alien factions and 4X gameplay, bringing a new level of strategy and consequence to claiming territory on the star map. This will also see the introduction of the long-awaited Diplomat gater class.



What You Can Do To Help

We’re constantly listening to your feedback and using it to improve the game, alongside fixing bugs and adding polish. So please continue to let us know your thoughts about the game - whether it’s here on the Steam forums, on our Discord, through our player suggestions website, or through the in-game feedback tool itself.

As we near our all-important 1.0 launch, we’ll need all your support to help us make as big a wormhole-splash as possible! If you’ve not yet reviewed the game on Steam, now would be a great time to do so, which will boost us in the algorithm and help us reach as wide an audience as we can. Or if you’re waiting for the 1.0 launch to pick up the game, then a wishlist on our store page would also be a huge help.

And as mentioned, for anyone who’s considering purchasing the game to check out the latest update, it’s on sale at 25% discount for 10 days!

We’ll be in touch again as we move closer to the 1.0 launch. But for now, we hope you enjoy the new patch, and wish to thank you for your continued support.

Until the next Exogate activation!

Safe travels,
Maxime MILLET
Creative Director, Xeno Bits

Changelog 0.8.7

Please note that previous saves are still fully compatible, but due to many balancing changes you will have a better experience by starting a new game.

[h2]New[/h2]
  • New Sqarb units will appear alongside the usual Drones during invasions, each requiring their own strategy to deal with: Warriors, Swarmers, Guardians.
  • Adaptive difficulty for invasions: each wave will now adapt to your performance, so it always offers a fair but challenging experience.
  • New weapons for defending the base: Pistols, Plasma Launchers and Railguns can now be unlocked!
  • New tech tree resource for unlocking weapons and upgrades: Alien Biotech Points, which accrue when scientists study invader remains. They grant access to new weapons, as well as Smart and Heavy upgrades, which increase firing rate and damage respectively.
  • New defensive objects to place: Security Blast Doors, which automatically lock for invaders; a shielded version of the Guard Post; automated Turrets, which deal massive damage, but take time to reload.
  • New direct invasion controls: designate a Combat Zone where your soldiers will rally, and one or more Safe Zones for civilians to gather at. Also order soldiers to leave or return to their Guard Posts (they are sent there automatically 3 days before an invasion), send civilians to or from their Safe Zones, and quickly lock or unlock all doors.
  • Civilians now flee when they spot an invader - especially useful since Sqarb Warriors aren’t picky about whom they target.
  • New equipment to craft at a Workbench and assign to each gater: Body Armor, which reduces damage received; Servo-Assisted Boots, which increases walking speed in the base; Mining Exoskeleton, which allows gaters to carry more ore during mining missions. There are also new shelves to build in the Armory to store this equipment.
  • New unlocks that allow all classes of gater to handle and carry Bio Samples, Specimens, and Raw Ore during missions, opening the door for more diverse team configurations that won’t sacrifice loot gain.
  • New unlocks to improve Foundry processing speed and efficiency, getting you more refined material sooner. You can also now filter which ores are processed by each Foundry.
  • New Workbench crafting queue: crafting tasks for equipment and exosuits can now be queued, rather than initiated one at a time; the queue can be managed from the Workbench’s detail panel.
  • We’ve added the complete list of all contextual tutorial pop-ups to a Tutorial Codex, which can be found on the pause menu.


[h2]Changes[/h2]
  • The Common Items section of the build menu has been reorganized into Security and Weapons, to make it easier to navigate given the new objects now available
  • Pistols replace Rifles as the new default weapon for soldiers, unlocked with the Security category in the tech tree. Assault Rifles are now unlocked through the Advanced Weaponry category, using Alien Biotech points
  • The Assault Rifle now fires in bursts rather than continuously
  • Alien Culture Data Packs are now automatically assigned to empty Culture Study Consoles
  • Improved soldier AI at Guard Posts - they will each now try and target a different invader
  • An engineer no longer needs assigning to a Workbench to craft items - any available engineer will take up the task
  • Health bars now appear above the heads of invaders and soldiers involved in combat
  • Hitpoints now appear on invaders to show how much damage was dealt to them
  • Exonium Generators will now only activate if there is not enough energy available from other generators, to avoid them draining your exonium reserves unnecessarily - unless you activate them manually
  • Improved the invaders’ detail panel
  • Added the correct icon for the Alien Culture Data Study in the tech tree
  • Reworked psychological diagnosis - a medic will now only go to the desk when a gater requires diagnosis
  • A medic’s social need will now decrease after treating a gater
  • Medics will only interrupt non-critical tasks to go and treat other gaters
  • A Nuclid alien gater will take longer to repair themselves after a Meltdown
  • You can now cancel an active research project from the Current Research panel in the tech tree
  • It will now take longer to reach the Sqarbs’ homeworld
  • A soldier’s weapon damage bonuses are now visible as a tooltip when hovering over their class name on their detail panel
  • Alien gaters joining the initiative from mission events will now be level 5 instead of 10
  • Sqarbs patcher cost was increased by 10 Exonium and 5 Cobbium
  • Gaters will get more XP after recurring missions


[h2]Fixes[/h2]
  • Engineers will no longer craft at the Workbench if they are carrying something
  • Better AI management for Engineers refilling Exonium Generators
  • The maximum monthly wage for applicants to a Recruitment Campaign was not the one used by those hired
  • Gaters assigned to a Nap Pod were sometimes asking for a locker
  • The Recruitment Campaign list was sometimes corrupted
  • Fixed the animation of soldiers using the Dance Station
  • Fixed a bug where the Arcade Cabinet was still playing after the gater left
  • Fixed a bug where the Patent Writing Console was still active after the gater left
  • Fixed a looping animation bug when a female Engineer fell unconscious
  • Fixed a bug when selling a Meal Dispenser while new stock was being delivered
  • Fixed a bug where the ICU was still playing sound when a gater died before reaching it
  • Fixed a bug where the wrong gater could be assigned to a new team
  • Fixed a loading bug where gaters on their way to use the Bench Press had the wrong animations