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From Glory To Goo News

0.1.1 Live on the Beta Branch

Hey All,
Thank you to everyone who has been giving feedback and reporting bugs across Discord, the Steam forum and reviews. The reception since launch greatly exceeded my expectations and it's great to see so many people enjoying the game already.

0.1.1 adds some new buildings, more features to captains, a new gameplay mode/difficulty and a bunch of QoL features and bug fixes. As the update is still a work-in-progress it will be on the beta branch for now. So feel free to provide feedback and report any bugs you come across on the Discord. Some of these changes are experimental so they're very much subject to change.

To access the Beta right click on From Glory To Goo in your Steam library and then click Properties -> Betas, and select "testing - Beta Branch". Note that this version may be unstable and you don't have to try it yet. It should released fully in a week or so.

[h3]New Buildings[/h3]
  • Sensor Array - Reveals a wide area around it.
  • Depot - Sends construction material to nearby buildings. This both speeds up construction and helps construct buildings far away from your main base.
  • Bridges - A 2x2 tile that can be constructed on Pit tiles and acts as a connector. Allows you to create new choke points or expand to new areas.

[h3]New Modes[/h3]
  • Endless Mode "lite" - After completing a map, endless mode for it will be unlocked. Waves will spawn every 30 cycles and gradually increase in difficulty. There is no win condition, so just try to survive as long as possible! A higher intensity and standalone endless mode is planned for future updates.
  • Survivor Difficulty - If you complete Conqueror difficulty on any map Survivor difficulty will now be unlocked.

[h3]Captain Rework[/h3]
There was too much reliance on Captains picking high damage skills to break through the level 5+ range. To help fix this, any enemy killed will now grant a small amount of experience to your captain. While killing enemies with your captain will still grant more experience, sharing experience with other units should now make leveling feel more consistent.

Additionally, weapons often felt like a lost upgrade slot as Captains can only use one at a time. Now these will be rewarded at set intervals instead of being a selectable level up reward.
  • Captains gain a small amount experience when any enemy is killed by your own or allied units
  • Captains now unlock a weapon every 2nd level instead of them being included in the unlock choice rotation
  • All captains have a global skill unlocked at level 5 that relates to their playstyle
  • Added a number of new passives and equipment to various captains
  • Some weapons have been rebalanced

[h3]Maps[/h3]
Seth 148 - Dust storms will now trigger. These slow your units and all enemies as well as reduce solar panel power production.

[h3]QoL[/h3]
  • Overkill avoidance - Units that use direct weapons will now take into account other direct incoming target damage. This will reduce the chance of overkill behaviour. For example commandos will now spread their shots over multiple enemies instead of all aiming for the closest.



  • Improved AI pathfinding so that idle units will now move out of the way of other moving units. This allows for units to "push through" groups of other units.



  • Removed the wall adjacency requirements - This was causing too much of a headache with wall placement, especially on wall edges. This may need a better solution if it leads to incredibly thick walls becoming the meta.
  • Building Selection - Buildings can now be selected by double clicking or drag select. Double clicking will select all buildings of the same type on screen. If this is causing people to destroy their bases by accident I'll add some more safeguards.
  • More building types will show their influence area when selected
  • You can now hide buildings and mountains by pressing the ~ key. Can be rebound
  • Garrisoned units will ungarrison at the entry location of the last unit that entered
  • Show all health bars is now a toggle rather than needing to be held down

[h3]Unit Balance[/h3]
Hover Tanks
Damage 20 -> 15 + 15 (explosive)
Attack Speed 1.3 -> 1.8
Range 1.3 -> 1.9

Commandos
Attack Speed - 2.5 -> 3.0 (To compensate for overkill avoidance)

Centurion
Can now be garrisoned in bunkers

Flamers
Improved the overall feel of flamethrower visual effects

[h3]GUI[/h3]
  • Added ability stats to the level up panels
  • Added cooldown active and runtime indicators to global skills.
  • Added building selected count to the demolish button
  • Tooltips will now update while displayed
  • Some text and image resizing to reduce blur

[h3]Bug fixes[/h3]
  • Fixed numerous issues with hydroformers not improving dirt tiles, showing the incorrect area and having issues when turned off
  • Fixed enemies not taking explosive damage on the edge of the map
  • Fixed enemies unburrowing if your unit is standing on the edge of a thumped area
  • Fixed the ion launcher hitting the same enemy multiple times
  • Fixed biomes displaying full health when being upgraded
  • Fixed research pickups not saving
  • Fixed status effects not reapplying duration correctly
  • Fixed orbiter's shots looping visually
  • Fixed moving your mouse to the edge of the screen while middle mouse moving causing additonal movement
  • Fixed fire attacks at the edge of the map breaking
  • Fixed shutdown factories breaking resource pathfinding
  • Improved shot lead accuracy for the rocket launcher and grenade launcher
  • Fixed stat gain not showing correctly on level up
  • Fixed a save corruption if in Endless debug mode
  • Fixed enemies not appearing if the game is paused and the camera moves
  • Fixed various typos and tooltips

Update 0.1i - Crash and Wall Fix

Hey Everyone,

Just a small update to fix some bugs people have been experiencing.

Bug Fixes
  • Fixed a memory leak that has been causing the game to crash for some users after long play sessions and was impacting performance.
  • Fixed walls being untargetable if placed when the game is paused immediately after a saved game loads
  • Fixed under construction walls from not allowing nearby walls to be placed if loaded from a saved game
  • Fixed life support not handing back water correctly when turned on and off


As always let me know on Discord if you experience any issues or if you have any suggestions.

Update 0.1h - More controls and other changes

Hey Everyone,

Another update with some bug fixes and changes suggested by the community. These include more controls, tribes being a bit less aggressive, clearer text and more.

QoL/Balance
  • By default numpad now directly correlates to the position of building options and unit control buttons. This can be rebound.
  • Individual tribe units should no longer aggro if not aggressive and hit by an explosion. It'll still impact relations
  • Added more descriptions on modules saying what adjacent modules they unlock
  • Demolish is now linked to the "Delete" key
  • Stopped mortar teams and detonation drones spawning on the first wave of the RFI
  • Improved game performance during large hordes
  • Made text easier to read in some instances. Still some work to go.


Bug Fixes
  • Fixed enemies taking the long route if they had to move through a tight path. Most noticeable on Desert maps.
  • Fixed laser towers not firing and staying spun up
  • Fixed tech unlocking incorrectly for the physicist if loaded from a save
  • Fixed the biome upgrade adding benefit even with no available resources
  • Fixed The RFI not saving as a horde
  • The RFI will no longer spawn zombies when they destroy buildings
  • Fixed tribe area sizes being displayed incorrectly
  • Fixed isotopes not saving
  • Fixed more instances where enemies walk through walls


As always let me know on Discord if you experience any issues or if you have any suggestions.

Hotfix 0.1g - Fog line of sight improved, more options and some GUI touch up

Hey Everyone,

This update fixes unit vision dropping too much when close to mountains. Additionally, it adds some extra options that players have requested. I've also touched up the UI a bit. However, I consider the UI as a whole to be quite placeholder and am aiming to do a proper overhaul sometime during Early Access.

In addition to these hotfixes, I'm hoping to release a small content update at the end of April. It will add some more buildings to the human faction as well as make the unlock-able captains more interesting and impactful. I will also try to release a roadmap soon.

Hotfix 0.1g
  • Added an option to turn off the camera ambience noise
  • Added an option to keep cursor within your window on full screen
  • Fixed fog of war vision being blocked in all directions when standing close to mountains
  • Some changes to GUI icons and more consistent sizing
  • Warnings will now display the attacked entity
  • Fixed some bugs impacting beam cannon and gatling cannon usage
  • Fixed passives not always applying their effect on load
  • Changed patrol behavior so that units will return back through their patrol waypoints rather than looping through them (1->2->3->1->2) becomes (1->2->3->2->1)
  • Fixed unconnected buildings not handing back workers if demolished
  • Fixed a rare save game corruption
  • The unit counter will track more unit types


Let me know on Discord if you experience any more issues or if you have any suggestions.

Hotfix 0.1f

Hey Everyone,

Just a small hotfix which should resolve some situations where your units ignore enemies or enemies walk through walls.

  • Fixed some situations where the AI would ignore enemies and buildings
  • Increased mutant resurrection range
  • Fixed units that can't target fliers being able to manually attack them
  • Fixed geyser placement highlight
  • Fixed the Hover Tank not unlocking the RoboForge


Let me know on Discord if you still encounter strange AI behavior or you experience any other bugs or have any suggestions.