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Ketz: Galactic Overlords News

Version 0.0.7 Patch Notes

First of All, Thank You!
Thank you once again for all the feedback and bug reports you've shared with us throughout the Early Access period.Every message you send helps us shape the Ketz universe into a more balanced, stable, and enjoyable experience.

With this patch, we’re introducing several key systems that push gameplay variety, item depth, and customization even further.

Below are all the additions and fixes included in version 0.0.7:

[h3]New Features[/h3]
  • A new Level of Detail (LOD) menu has been added to the graphic settings. You can now adjust texture and detail quality to better match your system’s performance needs.
  • Every run now offers a more unpredictable and diverse combat experience. Enemy types will vary each second, ensuring no two runs feel the same.
    For details: See Devlog Episode 5 – “Dynamic Wave System: No Run Is Ever the Same”
  • Loot is no longer static. Even if you pick up the same item twice, its stats can now vary significantly.
    For example: Two Astral Trailblazer Boots might give completely different bonuses; one may offer Dash Cooldown + Luck, while the other only boosts Pick-Up Range.
    Some items can even surpass higher-tier gear depending on their rolled stats.
    (Note: All existing items in your inventory have been re-rolled and updated to match this new system.)
  • All items now generate an Item Power value based on the strength of their rolled stats.
    IP determines the true value of an item; making it possible for a Rare item (e.g., 205 IP) to outclass an Epic item (e.g., 200 IP). This system rewards attention to detail and encourages evaluating gear beyond just rarity.


[h3]Changes[/h3]
  • Lyria’s exclusive gear can now roll with Attack Speed as part of the new stat system.


[h3]Bug Fixes[/h3]
  • Legendary and Unique filters in the Item Filter menu now behave correctly. Previously, they were activating by default and sometimes blocking item pickups.
  • Issues occurring during the recrafting process with Orin Vaal have been resolved.
  • Fixed a bug where entering Bombider’s explosion radius would instantly deal damage. Hitbox logic has been improved for more accurate interaction.
  • Resolved a bug where Knockback Technology was incorrectly applying knockback to all skills instead of only basic attacks.



We’ll continue bringing new content, performance improvements, and balance updates throughout the Early Access period.

We care about your feedback and experiences and we continue to improve Ketz accordingly.

Thank you,
The Ketz: Galactic Overlords Team








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Devlog - Episode 5

Welcome to Ketz: Galactic Overlords Devlog Episode 5

In this devlog, we're taking a closer look at systems that will shape the future of Ketz; from how you build your hero to how enemies adapt to your strength.

[h2]1. A New World, New Gear to Discover[/h2]

We’re starting with the foundation of every run: loot.

New Item System: Dynamic Item Stats, Stronger Loot

A brand-new item system is being developed to make every drop feel impactful.
Items from Common to Legendary now roll stats based on their rarity, with improved variety and depth.
How It Works:
  • Items can come with inherent stats that are automatically assigned and scale with rarity.
  • Then, prefixes are rolled from a dedicated stat pool.
  • Suffixes are added afterward, with their count calculated as:
    Suffix = Total Mod Slots - Prefix Count
  • Inherent stats don’t count toward total mod limits.

Higher rarities roll more powerful and complex stat combinations, making item discovery a more meaningful part of every run.

Unique Items
Unique items follow their own rules; they are handcrafted; always fixed; always distinct.
They cannot be found in alternate versions and stand apart from the stat roll system.
Item Power (IP)
All items are now evaluated with an Item Power value, calculated based on the total quality of their stats and scaled by rarity.
This score directly affects the item’s value, pricing, and impact.
What’s Next?
This system lays the groundwork for deeper item crafting and better loot pacing.
You’ll soon be able to plan builds around what you find; or what you choose to forge.

[h2]2. Dynamic Wave System: No Run Is Ever the Same[/h2]
We're moving away from fixed wave patterns.
From now on, each run will offer a different combat flow; even if you're playing the same character, on the same map.
Only boss encounter times are fixed.
Other than that, every minute from 1 to 19 now pulls from a pool of alternative wave sets.
Each wave stage has several possible variants, and the system randomly selects which one will spawn based on weighted chances.
This means:
  • You might face more enemies at the same timestamp in one run...
  • Or fight a completely different enemy type in another.
  • Some waves may feel more intense, while others open up breathing room.
  • It's all part of making every run feel fresh, adaptive, and full of unexpected moments.


[h2]3. A Glimpse Into the Next Chapter[/h2]
The biggest part of this devlog and of our current development efforts; is the upcoming new chapter.
We're deep in internal testing right now, and we expect to release this major update sometime between July 4 and 11.
Here’s a quick look at what this next chapter will bring:
  • A brand-new forest-themed map
  • 3 entirely new bosses to challenge your builds
  • Completely new enemy types, including “Vol.2” versions of existing enemies with reworked behaviors
  • New Tier 2 item sets for deeper gear progression
  • 12 new monuments to discover
  • And a fresh set of new challenges to push your limits

We’re also sharing a small preview GIF from Chapter 2 just a hint of what’s to come.


All of the systems you've seen in this devlog; from the new item structure to the wave logic and upcoming content, are being shaped based on your feedback and our long term vision for Ketz.

We’ll continue to share development insights, systems, and upcoming content through future devlogs; and you’ll see many of these features roll out in upcoming updates.
Thanks for joining us on this journey and we’ll see you in the next run.

— The Ketz: Galactic Overlords Team


Devlog - Episode 4

[h2]A New Step with Redesigned UI[/h2]
With the launch of Early Access, we’ve taken a fresh look at the visual language behind the systems of Ketz: Galactic Overlords.
All core user interface elements that support gameplay have been redesigned with a focus on clarity, consistency, and usability.
In this developer diary, we’re sharing just a small portion of the comprehensive changes we’ve made.

[h3]Mystimech Selection Screen[/h3]
The Mystimech selection screen, the core of our ability system; is now more readable, structured, and intuitive.
Tier structure, visual separation, and description panels have been reworked to help players make better decisions with ease.


[h3]Inventory and Shop[/h3]
Item frames, rarity colors, and equipment categories have all been updated.
The panel layout has been simplified to make it easier to understand where each item belongs and what effects it provides.
The shop interface has also been redesigned following the same principles.


Together with these examples, all in-game panels are being redesigned.
These systems are being developed with a focus on visual clarity, content density, and fast decision-making; and will be delivered to players in upcoming updates.
What you've seen in this devlog is only a small glimpse of the new interface; the full redesign will be live with the next update.

[h3]Graphics Performance and LOD System Updates[/h3]
To improve in-game performance and better support a variety of hardware configurations, we’ve implemented a new Level of Detail (LOD) system along with graphics quality settings.

Players can now choose between four visual presets: Ultra, High, Medium, and Low.

One of the key optimizations was made in the shadow system. Previously, shadows were rendered using ultra-quality meshes. Now, they’re rendered with low-poly meshes that maintain the same visual quality, resulting in significantly better performance.

Additionally, shaders used by enemies have been optimized.
We fixed logic issues within the shaders and eliminated unnecessary rendering operations, leading to smoother overall performance.
These improvements will be included in upcoming updates.


We're actively expanding the game’s content and continuing to improve Ketz based on player feedback.

See you in the next devlog; we’ll continue sharing this journey with you through regular updates.

[h3]Preview from the Next Devlog[/h3]


The Ketz: Galactic Overlords Team

Version 0.0.63 Patch Notes

First of All, Thank You!
Thank you once again for all the feedback and bug reports you've shared with us throughout the Early Access period.Every message you send helps us shape the Ketz universe into a more balanced, stable, and enjoyable experience.

With this update, we’ve added new features and made several key gameplay balance adjustments along with various technical fixes.

Below are all the additions and fixes included in version 0.0.63:

[h3]New Features[/h3]
  • Steam Cloud support has been added. You can now continue your progress across different computers.
  • A new enemy, BOMBIDER, has arrived. Fragile but dangerous, it will challenge your positioning with explosive area damage.
  • A visual effect has been added to the character at the start of each run.
  • Identical enemy types now spawn with increased base health over time.
  • A Reserved Item system has been added to the shop. You can now reserve shop items for later purchase.
  • An item filter system has been introduced. Items with hidden rarity levels will no longer appear during a run.
  • The item pickup key is now displayed in the info panel at the start of each run.
  • All enemy sound effects have been updated.

[h3]New Abilities[/h3]
  • Lady Thalira: A new dash ability has been added. She creates a bond with enemies, draining their health and dealing damage.
  • Lord Chrones: A new time orb ability has been added. Time orbs move around the map and deal direct damage to enemies.
  • Zenith Techlock: A shuriken-throwing trigger ability has been added, activated through basic attacks.

[h3]Changes[/h3]
  • Solarix Nexar’s flame trail and fireball bounce behaviors have been reworked. These effects now occur directly, without requiring fire damage to trigger first.
  • Trigger abilities now cast from the position of the triggered enemy, rather than from the character’s center.
  • Several skill descriptions have been clarified for better understanding.
  • With the new enemy health system, base health values have been reduced.
  • Boss abilities now deal more damage.
  • The behavior and values of some underperforming skills have been adjusted to improve overall DPS.
  • Main characters’ dash distance has been shortened. This allows for more controlled offensive dashes, while players who prefer using dash as an escape can rely on the increased movement speed.

[h3]Bug Fixes[/h3]
  • Fixed controller-related issues in the character stat panel.
  • Resolved bugs affecting elite enemy attacks and animations.
  • Fixed a problem where Potion Boost buffs wouldn’t activate.
  • Addressed an issue where weapon damage comparison stats weren’t displaying properly.
  • Fixed animation issues in burn and poison effects.
  • Resolved audio burst issues caused by simultaneous skill usage.
  • Corrected formatting bugs in monuments, such as double percentage symbols (%%).



We’ll continue bringing new content, performance improvements, and balance updates throughout the Early Access period.

We care about your feedback and experiences and we continue to improve Ketz accordingly.

Thank you,
The Ketz: Galactic Overlords Team