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Stormgate News

Hotfix - Dec 26th - No Downtime

We are deploying a hotfix this morning in an attempt to fix some login issues users have been seeing. There will be no downtime for this, however, you will need to update the Stormgate client through Steam. You may see a failure to login or start matchmaking until you download the update.

Special Balance Update



Happy upcoming holidays, Stormgaters!

As we get ready to enter the new year, we’d like to give one final report on how balance is and one final game update to close out the year. In the last month, since the last big balance patch, all three factions have taken turns being both the leading race and the lagging race. Over the last month overall, Vanguard is at 48.6%, Infernals is at 51.31%, and Celestials is at 50.64%. Balance is better than it has ever been since EA launch, but we can certainly make some improvements. Before the holidays, we’d like to put out an update with the primary goals of shaking up the game, reducing player frustration in specific situations, and providing more rewarding interactions. With that, let’s talk about all the matchups.

[h2]Vanguard vs Infernals[/h2]

Since the last big patch, Infernals have been slightly favored with a 50.5% advantage, but the favored faction flip-flops weekly. This is a very even matchup overall, but we’d like to address some frustration points from both sides.

[h3]Brute[/h3]
  • Weapon damage increased from 20 to 24.
  • The Sundering Soul Craze upgrade now increases the attack speed of Fiends when they split from 50% to 100%.

Brutes were slightly over-nerfed in the previous patch, impacting their early-game presence, especially against Vanguard Lancers. These changes aim to enhance Brutes’ overall power and create more impactful gameplay moments with the Sundering Soul Craze upgrade.

[h3]Magmadon[/h3]
  • Weapon damage increased from 30 to 30 (+20 vs Heavy).

The Magmadon is currently seen as underwhelming, largely due to Weavers being considered a more powerful option in a similar tanking role. By boosting its attack damage, particularly against Heavy units, we aim to make Magmadon a stronger option against units like Lancers.

[h3]Weaver[/h3]
  • Cost increased from 100/150 to 125/200.
  • Supply cost increased from 4 to 5.
  • The Soul Ripper trait now increases the weapon damage of Weavers from 15% against units to 20%.
  • The Soul Ripper trait now increases the weapon damage of Weavers from 7.5% against structures to 10%.
  • Weapon damage is now clamped between 5 damage and 200 damage.

Despite previous nerfs, Weavers remain too cost-efficient and massable, leading to noninteractive gameplay due to overuse of the Lash ability. Increasing their cost and supply while boosting their weapon damage shifts their utility towards quality over quantity of Lashes. The new damage clamp also prevents extremes, such as dealing 0 damage to Healing Flowers or hundreds of damage against High Commands.

[h3]Graven[/h3]
  • Graven weapon damage reduced from 10 (+15 to Light) to 10 (+8 to Light).
  • No longer disables Top-bars when you Infiltrate a Command Structure.

Partly due to the dominance of Weavers, Gravens have been able to be massed in this matchup as they have a positive armor matchup against them. We’d like to push this unit to more of a specialist role, so we’ll be greatly reducing its damage. In addition, we feel the disabling of the Top-Bar when you Infiltrate a Command Structure was confusing as there’s not enough fanfare around what is happening, so we’ll be disabling this for now.

[h2]Vanguard vs Celestials[/h2]
Celestials currently hold a 55.29% win rate against Vanguard.

[h3]Vector[/h3]
  • Recall no longer restores the health of the Vector to its previous health.

Vector rushes remain a frustration for Vanguard players because it’s possible to harass without taking damage due to the recall ability. Removing the free “heal” effect from Recall ensures more counterplay.

In addition, another common feedback about this matchup is that the irregular pace at which the Celestial economy scales due to a variety of factors lets Celestials get ahead very quickly. But since economy is such a tricky and fragile topic, this is something we’re looking to address more in the next big patch.

[h2]Infernals vs Celestials[/h2]
Infernals currently have a 54.8% win rate over Celestials. We’ll address some degenerate rush strategies first:

[h3]Meat Farm[/h3]
  • Health decreased from 500 to 400.
  • Armor decreased from 15 to 5.

Meat Farm-based rushes were a bit too strong against Celestials who struggle to cover a lot of area with either static defense or Argents in the early game. We’ll be bringing down the vitality of the Meat Farm to similar levels as the Habitat so that it’s more feasible for Celestials to cancel a Meat Farm before it completes.

[h3]Therium Purifier[/h3]
  • The Celestial Hyperdrive upgrade now requires Arcstation.

Morph Core rushes can hit extremely quickly and instantly end games for unsuspecting players. Delaying the Celestial Hyperdrive upgrade prevents Morph Cores from being transformed into a deadly combat unit too quickly.

[h3]General[/h3]
  • Fixed an issue where units were sometimes not correctly prioritizing their more powerful weapon. Units affected include Hornets, Flak Cannons, Gaunts, Vectors, and Scythes.

[h3]Vector[/h3]
  • Anti-air damage increased from 6 (+6 vs Light) to 8 (+8 vs Light).

[h3]Scythe[/h3]
  • Scythe air weapon damage increased from 12 (+12 Heavy) to 16 (+10 Heavy).

The primary macro feedback we get about this matchup is that Celestials lacks powerful enough tools to fight Infernals air units, specifically the Spriggan and Flayed Dragon. First, we’re going to fix an issue that caused Vectors and Scythes to more often use their weaker anti-ground weapon than intended. In addition, during unit testing, we felt Vectors and Scythe should be stronger anti-air counters in a straight-up fight.

[h2]Vanguard vs Vanguard[/h2]

[h3]Hedgehog[/h3]
  • Weapon damage changed from 10 (+5 vs Heavy) to 8 (+7 vs Heavy).

Hedgehogs are intended to excel in hit-and-run scenarios but currently perform too well as all-around units. Specializing their damage profile allows for clearer counterplay, particularly in Vanguard mirrors where Exos should counter Hedgehogs more effectively.

[h2]Fun Stuff[/h2]
Perhaps because it’s the holidays, we’ve added a few fun updates to enhance the pace and feel of the game:
[h3]Solar Habitat[/h3]
  • Cost decreased from 100/0 to 75/0.
  • Solar Charge can now stack!

[h3]MedTech[/h3]
  • Nanoswarm upgrade research cost decreased from 100/100 to 50/50.
  • System Shock radius increased from 2 to 3.

[h3]Infernal Top-Bar[/h3]
  • If you summon an Effigy on Shroud, the cooldown will now be decreased by 12 seconds, down to 8 seconds.

[h2]Looking Towards the Future[/h2]
Finally, a message to our 1v1 fans. So far in 2024, the competitive team has primarily been focused on addressing standout balance issues as we discover them. As we approach the new year, I’m very excited to announce that we’ll be adopting a more proactive strategy; in addition to incremental adjustments, we’ll be looking to deliver comprehensive overhauls of entire systems and mechanics.

In the meantime, we hope these changes keep the game fresh and exciting during the holiday season. Thanks for being part of this journey, and as always, we’ll see you on the battlefield!

Lead Competitive Designer,

Kevin Dong

Changelist

[h2]General[/h2]
  • Fixed an issue where units were sometimes not correctly prioritizing their more powerful weapon. Units affected include Hornets, Flak Cannons, Gaunts, Vectors, and Scythes.

[h2]Vanguard[/h2]
Solar Habitat
  • Cost decreased from 100/0 to 75/0.
  • Solar Charge can now be stacked multiple times on the same structure.
    • Note that Med Stations and Repair-o-Matics will currently still only benefit from 1 Solar Habitat and Ambush Posts currently do not benefit from Solar Charge.

[h3]MedTech[/h3]
  • Nanoswarm upgrade research cost decreased from 100/100 to 50/50.
  • System Shock radius increased from 2 to 3.

[h3]Hedgehog[/h3]
  • Weapon damage changed from 10 (+5 vs Heavy) to 8 (+7 vs Heavy).

[h3]Graven[/h3]
  • Graven weapon damage reduced from 10 (+15 to Light) to 10 (+8 to Light).
  • No longer disables top-bar abilities when you Infiltrate a Command Structure.

[h2]Infernals[/h2]
[h3]Infernal Top-Bar[/h3]
  • If you summon an Effigy on Shroud, the cooldown will now be decreased by 12 seconds, down to 8 seconds.

[h3]Meat Farm[/h3]
  • Health decreased from 500 to 400.
  • Armor decreased from 15 to 5.

[h3]Brute[/h3]
  • Weapon damage increased from 20 to 24.
  • The Sundering Soul Craze upgrade now increases the attack speed of Fiends when they split from 50% to 100%.
  • Weapon damage increased from 30 to 30 (+20 vs Heavy).


[h3]Weaver[/h3]
  • Cost increased from 100/150 to 125/200.
  • Supply cost increased from 4 to 5.
  • The Soul Ripper trait now increases the weapon damage of Weavers from 15% against units to 20%.
  • The Soul Ripper trait now increases the weapon damage of Weavers from 7.5% against structures to 10%.
  • Weapon damage is now clamped between 5 damage and 200 damage.

[h2]Celestials[/h2]
[h3]Therium Purifier[/h3]
  • The Celestial Hyperdrive upgrade now requires Arcstation.

[h3]Vector[/h3]
  • Recall no longer restores the health of the Vector to its previous health.
  • Anti-air damage increased from 6 (+6 vs Light) to 8 (+8 vs Light).

[h3]Scythe[/h3]
  • Scythe air weapon damage increased from 12 (+12 Heavy) to 16 (+10 Heavy).

Special Balance Patch - Servers will be down for up to 2 Hours



As our last gift to you before the holidays, our team has put together a special Balance Patch just for you! In order to implement this, we need to go into maintenance mode.

Stormgate will be unavailable for up to 2 hours starting now, and you will see a “NoPermission” error if you attempt to log in.

Stormgate Bundles 15% for Steam Winter Sale


Stormgate is part of the Steam Winter Sale
December 19 - January 2

💵 Steam bundles 15% off
💲 Cosmetics and Heroes 10% off or more in-game.

Play Stormgate for FREE on Steam or NVIDIA GeForce Now!
https://store.steampowered.com/app/2012510/Stormgate/

Looking Ahead: Stormgate’s Path Forward



Hello everyone,

Tim Campbell here. We’d like to take a moment to reflect on where Stormgate is today and share our vision for the road ahead. Those of you who have been following our journey already know that the last few months have been incredibly challenging for us, though they’ve also been deeply enlightening.

We know that our Early Access launch didn’t meet your expectations–or ours. We felt pressure to get our game into players’ hands, but doing so before the game could make a positive first impression was the wrong move. Key areas of the game needed significantly more time to develop and we released far too early. That mistake is on us, and we regret it.

While this was a tough lesson, we’ve taken it to heart. Going forward, we need to give things more time to cook. Unfortunately, there’s no save and reload in real life, and ever since we kicked off Early Access, we’ve been working hard to figure out the best path forward. Today, our team remains committed to delivering a Stormgate experience worthy of your time and passion. We believe that, despite the rocky start, we can still achieve something great.

[h2]Refocusing and Reshaping[/h2]

We are moving forward as a leaner, more focused team. Our top development priorities are now crystal clear: the Campaign and Versus (1v1) play (our “moment-to-moment RTS gameplay”), followed immediately by our Team Mayhem mode. We need to get the foundational modes polished as a precursor to adding more innovation. These core experiences are where we’re dedicating the bulk of our effort, and we believe these modes have the potential to truly shine after we’ve dedicated more time to them.

Other features, like the map editor and expanded Co-op content, are still part of our longer term planning, but they won’t take priority until we’ve gotten further along with the other key modes. We know many of you really want to get started making maps and building mods and new game modes, but we need to be smart about how to allocate our limited resources and we are focusing on the core game experiences first and foremost.

We’ve updated our Roadmap accordingly (you can see the new version below), but as always, remember that development plans may evolve as we continue to listen to your feedback.



Side note: Fully Customizable Hotkeys are a top priority for us, listed first on the Roadmap for a reason. We agree with those of you who have let us know that they’re long overdue and our team will breathe a collective sigh of relief once they’re finally in the game.

[h2]Facing Challenges and Finding Support[/h2]
We’ve seen concerns expressed about the future of Stormgate. As an independent studio, we do have limited resources. We are able to share some good news: BITKRAFT, one of the investors who helped launch Frost Giant Studios, is leading an additional funding round to support our journey. Their continued investment means the world to us, and will help enable us to deliver a solid 1.0 release, which we’re tentatively aiming for in the second half of next year.

We want to be very clear here: any potential launch date is not set in stone as a lot can change over the course of development.

[h2]To Those Playing (and Waiting)[/h2]
We also understand that many of you are holding off until our official launch before diving into Stormgate. Time is our most precious resource–you have to choose between a wealth of great games out there, spending time with friends and family, or just catching up on much-needed sleep. We are incredibly grateful to all of you who have played Stormgate during Early Access, but we eagerly look forward to welcoming those of you who have decided to wait until the game is at 1.0. We respect that decision, and we’ll be here when you’re ready.

For those of you who are playing, your feedback has been invaluable. Every suggestion, critique, and bug report helps us shape Stormgate into the game we all want it to be. Your passion fuels our work, and we’re listening. All feedback is a gift and we are grateful to have yours.

[h2]Evolving Stormgate’s Visual Identity[/h2]
We’re pleased to share that we’ve also been making exciting strides on the visual front. Our new Art Director has jumped in with fresh ideas to elevate the look and feel of our core factions. We know some units have needed extra care, and we’re giving them the love they deserve. Units like the Brute, Hedgehog, Fiend, and Lancer are getting updates to better contribute to strengthening faction identity and making our game more memorable and fun.

The early concepts Allen has shared with the team since he hit the ground running have been inspiring, and we’re eager to hear your thoughts. To give you a sneak peek, Allen and Chris have prepared a short video showcasing some of these new designs. You may have seen some of these designs in a recent interview, but this should still be worth a watch. We hope you’re as excited about the direction we’re taking as we are.

[previewyoutube][/previewyoutube]

[h2]Thank You for Believing[/h2]
To everyone who’s part of the Stormgate community, thank you. We know we need to do better in setting expectations and communicating our plans, and we’re committed to improving. This game is a labor of love, and while we can’t promise to deliver everything on our development wishlist today, we still believe in the vision of Stormgate–a game with the potential to be truly great.

We’re grateful to have the privilege to keep working on Stormgate. With your continued support (and a little luck), we hope to build something that lasts for years to come.

Thank you for being on this journey with us.

With our sincerest thanks,
Tim Campbell
Game Director