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0.2 is Live! Introducing A New Faction, Captains, A Map, QoL and More

Hey Everyone,
0.2 is now available! A huge thank you to everyone who helped to test it and offer suggestions over the last few weeks. It ended up even larger than I planned. If something you've suggested didn't make it in, don't worry, we've still got a long road ahead.

As always, feel free to provide feedback and report any bugs you come across on Discord or the Steam forums.

[h2]0.2 Patch Notes (Content Update #5)[/h2]

[h2]New Playable Faction

The Robots[/h2]
  • 26 new buildings
  • 9 new units

The robots bring with them new mechanics, buildings, units and tech tree. Drones replace connectors allowing you to build anywhere within your territory. Balance heat and flops to ensure your colony reaches optimum efficiency.








[h3]Three New Captains[/h3]
  • The Automaton - Specializes in rapidly deploying a large android army. Gains scrap from destroyed enemies which can be used to level up androids.
  • The AI - Is periodically given the choice of significant buffs and debuffs.
  • The Survivor - A customizable captain that can be given most of the available human skills, passives and starting units.

[h3]A New Map[/h3]
  • Ignis Rift - A large procedurally generated lava map with tight chokepoints. Seismic instability unsettles The Goo, causing them to progressively unburrow and attack. Survive for 10 waves.

[h3]The Archive[/h3]
View the stats of units you have produced or killed in previous games.

[h3]Human Buildings[/h3]
  • Advanced Drill Mine - A late tech ore mine
  • Over Horizon Radar - Available to The Hacker (and Robot faction). Reveals incoming horde paths.

[h3]Spaceship[/h3]
  • Added a lvl 2 and 3 upgrade to drop pods unlocking the ability to drop in a wider range of units
  • Ship boarding will no longer occur if you are in the "green zone" for engine thrust
  • When your captain is aboard your spaceship your ship boarding combat is significantly boosted
  • Added the ability to cancel the construction and upgrading of modules
  • The level of each module is now marked on it

[h3]Stratagems[/h3]
  • Added more stratagems. Factions will have access to the general pool relevant to them and their own faction's ones. You can assign stratagems differently for each faction.
  • Various buffs to less used stratagems. See balance section below.

[h3]The Goo[/h3]
  • A new long range flyer. Currently only seen in the later waves of Ignis Rift.

[h3]The Tribes[/h3]
  • You can now recruit units from allied Tribe platforms.
  • 2 new units
    - Borlox - A fast and sturdy beast
    - Zephlith - A light melee flyer

[h3]New Music[/h3]
  • Added 4 songs by Earmake
    - 1 For all factions
    - 3 Robot specific (1 horde, 2 general)
  • Swapped one of the current ambient songs with another one by Stellardrone

[h3]General QoL[/h3]
  • Added a rebuild all button when blueprints are toggled
  • Added a select all units button
  • Added automatic conversion from effort → resource if a Scrapyard or Recycler is built. This occurs roughly every 10 seconds for The Robots and at the end of each cycle for The Humans. You can see the Robot "stored excess effort" by clicking on the Scrapyard. There is still conversion of resource → effort if storage is full.
  • You can now queue an unlimited number of units from recruitment buildings
  • Walls can be directly upgraded into forcefields
  • Added a subtle sound effect when cycles change
  • Terrain tile information includes the burrow risk
  • Your selected map, length and difficulty are now saved between games (currently only within the same session)
  • Orbitors no longer shoot into fog
  • Added an ambient volume slider for the wind

[h2]Balance[/h2]
[h3]Skill Changes:[/h3]
Some of the early game skills felt a bit underwhelming. These changes alongside the buff to DOTs hopefully make them feel more impactful. Reduction in the cooldown of some of the grenades may also be needed in future.
  • Wayfare Beacon: Cooldown reduced from 30s → 20s.
  • M1RA Rocket Armature: Energy cost reduced from 35 → 30, cooldown reduced from 20s → 15s.
  • Duo Mounted Wrist Rocket: Cooldown reduced from 20s → 15s.
  • Audio Stimulator: Range increased from 1 → 2.
  • Asatine-242 Canister: Energy cost reduced from 25 → 15.
  • Cryotonic Grenade Launcher: Energy cost reduced from 25 → 15.
  • Pyromatic Grenade Launcher: Damage increased from 5 → 7.
  • Corillian Gas Canister: Energy cost reduced from 25 → 15.
  • Electro Grenade: Energy cost reduced from 20 → 15.
  • Micro Rocket Cannon: Energy cost reduced from 35 → 30, cooldown reduced from 30s → 25s, damage increased from 15 → 20.
  • Side Mounted Giga Cannon: Energy cost increased from 20 → 25, cooldown increased from 6s → 8s.

[h3]Unit Changes:[/h3]
  • Cyborg: Range 0.7 → 0.85. Ore cost 8 → 6
  • Reduced Monolith splash radius

[h3]Stratagem Changes:[/h3]
These changes aim to bring some of the weaker stratagems more in line with the most frequently used ones.
  • Optic Translators: Added -30% cost to recruit neutral units, Extra Resource From Trade 30% → 50%, Ally Respawn Speed 30% → 50%
  • Requisition: Starting Crystals 5 → 10
  • Replaced "Silencers" Stratagem with "Engineering Corp" - Reduces Ship module construction cost by 20%
  • Advanced Optics: Turret and Unit Sight Range 30% → 40%
  • Refined Rifling: Ship Shot Spread Reduction 30% → 50%
  • Sonar Vision: Main Base Sight Range 40% → 50%
  • Evasive Sub-Thrusters: Projectile Avoidance Chance 20% → 40%
  • Educated Colonists: Starting Research 10 → 15
  • Counter Vibrations: Noise +50% → -50% Unburrow Chance: -50% → -75%
  • Shock Absorbers: Movement Speed 20% → 30%
  • Overclocked Targeting: Range 15% → 25%

[h3]Other Balance Changes:[/h3]
  • Damage Over Time effects like Fire and Poison now ignore armour
  • Fire now stacks up to 3 times. Dealing 2 → 3 → 4 damage per tick instead of 2
  • Slightly increased the grass unburrow chance
  • Burrow risk tapers off within 2 tiles of thumped/suppressed terrain
  • Unburrowed units are more likely to target nearby units rather than going straight for your base
  • Increased the base melee range of player units so they don't usually attack second
  • Reduced the sound sensitivity of more elite enemies to reduce the chance they attack your base near the start of the game
  • Added some more ore to Aegis valley and moved some resource locations
  • Reduced the chance enemy hordes split up when they spawn
  • Slightly increased the experience requirement for levels 3, 4 and 5
  • Increased the number of labs that should spawn for the Warlord
  • Stopped some elites from aggroing via noise
  • For The Mutant replaced "-100% corruption chance" with "Corrupted workers spawned by destroyed buildings are friendly"
  • Reduced the professional cost of Life Support 15 → 5
  • Changed Laser Tower worker/professional cost 2/2 → 5/1
  • Reduced the impact crew has on module construction time

[h3]GUI[/h3]
  • Passive skills now show damage, range and fire rate
  • The mini-ship panel will now show if your ship is purging
  • Scrolling with the mouse wheel now works in various menus
  • Various small fixes to click sounds
  • Some small art uplift

[h3]Graphics[/h3]
  • Some buildings and units have had their graphics uplifted
  • New Desert tileset for Seth 148

[h3]Performance[/h3]
  • Further performance improvements to the late game, especially with a large number of units and explosions

[h3]Other[/h3]
  • "Under Attack" voice lines will play less often during horde attacks
  • Some improvements to pathfinding lava avoidance
  • When building max health is changed health is proportionally adjusted
  • Your game stats will now backup locally. Once daily when you play, going back up to 10 days.
  • Rebalanced the tech panel background noise

[h3]Bugs Fixes[/h3]
  • Fixed a bug causing waves to stop spawning over long games on some maps
  • Module upgrade progress will now save between games
  • Fixed captain sprites not matching in save file preview
  • Fixed win/lose screen sometimes displaying no gain of fleet support or biomass
  • Fixed Physicist random research unlocks sometimes breaking
  • Fixed invalid research cost text if you have exactly the required resources
  • Fixed buildings on load not appearing as disconnected if they are disconnected
  • Fixed a bug causing shotguns and flamethrowers to give too much exp to captains
  • Fixed Anomaly Oscar warning that the wave will appear at the wrong time
  • Fixed some buildings creating blueprints when demolished
  • Fixed walls not clearing blueprints when placed on top of them
  • Fixed gates giving the option to upgrade them to forcefields
  • Fixed a case where the level up panel would break if your captain is aboard your ship
  • Fixed some bugs with factory storage with the map editor or when destroyed
  • Fixed the Particle Beam so it should always hit targets along its path
  • Fixed reactors taking in the wrong resource type if you have none of the selected resource.
  • Fixed grid hotkeys for the recycler
  • Reduced the amount of logging
  • Fixed mass teleport sometimes missing units
  • Fixed a bug where priority fire would sometimes not work
  • Fixed range being overridden by armour reduction if changed in the mod folder
  • Fixed being unable to directly move on to some ore tiles on initial map generation
  • Fixed Warlord counter attacks being too large against rebuilt modules
  • Fixed the wrong captain appearing sometimes in save file previews
  • Fixed buildings sometimes remaining dark when powered off and turned back on
  • Anti-projectile projectiles should now connect more precisely with their target
  • Fixed upgrading module sprites being incorrect when switching ships
  • Fixed the mini-map camera representation not going to toggled control groups when the game is paused


Looking ahead to 0.2.1, I'd like to focus again on improving The Humans and QoL. While also including some missing features for the Robots and a bit more Map Editor/Modding Support. All going well I'm aiming the 0.2.1 Beta for April. As 0.2 was massive and I'd like to go back to smaller gaps between content updates.