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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.

0.2 Live On The Beta Branch - A New Playable Faction and More

Hey Everyone,
0.2 is now available on the testing branch. This update is still in development, so you may experience bugs or corrupted save files. Huge thanks to everyone on Discord who has already been involved in testing it.

I suggest you try the new faction on an easier map than Ignis Rift. As they play quite differently to the Humans.

As always, feel free to provide feedback and report any bugs you come across on Discord or the Steam forums. Some of these changes are experimental so they're very much subject to change. The new captains and map are unlocked by default in the beta.

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". I'm releasing daily updates to this branch so you should expect some instability. Note, you don't have to try it yet. I'm aiming to release it fully in the next 2-3 weeks.

If you would like to take part in the beta testing I recommend backing up your "gameStats" folder (Normally within C:\Users%USERPROFILE%\AppData\LocalLow\Stratagem Blue\From Glory To Goo) so that you can roll back if required.

Some changes may be missing from these notes as the update is still being worked on.

[h2]0.2 Beta 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.

Before main branch release I'm planning to do some rebalance of stratagems as well.

[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
  • 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

[h3]Balance[/h3]
  • 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
  • Various small changes to some units. These are ongoing, so the final breakdown will be in the main branch release notes.

[h3]General[/h3]
  • "Under Attack" voice lines will play less often during horde attacks
  • Some improvements to pathfinding lava avoidance (Ongoing)

[h3]GUI[/h3]
  • 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]Bugs Fixes (Abridged)[/h3]
  • 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
  • A potential fix for games sometimes not ending
  • Fixed Anomaly Oscar warning that the wave will appear at the wrong time


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 0.2.1 for April as 0.2 was massive and I'd like to go back to smaller gaps between content updates.

0.1.4g - Easy Difficulty Scaling Changes and Bug Fixes

Hey Everyone,

A small update this week as I'm crunching to get 0.2 out on to the beta branch and I'm moving most minor bug fixes to it. As well as fixing some bugs this update also aims to make easy difficulty a bit more forgiving at the start, especially if you're in tutorial mode.

As always let me know on Discord or the Steam forums if you encounter any bugs.

[h3]Balance[/h3]
  • Reduced the size of some waves on easy difficulty
  • Alien commander modifiers are disabled if you are both on easy difficulty and have tutorial panels activated

[h3]Bug Fixes[/h3]
  • Fixed power use increasing if you demolish a building that has been automatically shutdown
  • Fixed horde music sometimes fading out too early and victory music not playing
  • Fixed random units appearing on The Simulator maps
  • Improved Japanese localization of the tutorial

0.1.4f - Bug Fixes

Hey Everyone,

Some more minor gameplay changes and bug fixes. As always, let me know on Discord or the Steam forums if you encounter any bugs.

[h3]Gameplay[/h3]
  • Rescued units from lost colonies will now contain a combination of default and your selected laboratory units

[h3]General Bug Fixes[/h3]
  • Fixed sometimes being unable to target The Tribe's main building. This fix might also cause these camps to respawn/attack more consistently. Let me know if this causes any unusual behavior.
  • Fixed being able to place bridges on mined crystal tiles
  • Fixed rescued units sometimes coming out as a broken unit type
  • Fixed captain specific skills sometimes not being offered when levelling up
  • Fixed various bugs with building control groups
  • Fixed various bugs with unit waypoints
  • Fixed a pathfinding bug that might have been causing some waves to not end.
  • Fixed the wrong module appearing on the warlord's ship when the far left module is upgrading
  • Fixed units appearing in the warlord tech tree
  • Fixed being able to add enemies to control groups

[h3]Map Editor[/h3]
  • Fixed the cycle on custom maps not increasing beyond 399
  • Fixed some modifiers stacking on save/load on custom maps

0.1.4e - Map Editor and General Bug Fixes

Hey Everyone,
This update fixes some more bugs, including some in the map editor.

Work on the next content update is going well. It's shaping up to be the largest update so far and I'm aiming to have it on the testing branch in January.

Let me know on Discord or the Steam forums if you notice any other bugs.

[h3]General[/h3]
  • Fixed horde warnings not running if something increased your warning time beyond when an impending wave was scheduled
  • Fixed ranged enemies sometimes ignoring targets (Mainly affects robot hordes)
  • Fixed some bugs with unit animation, especially for androids
  • Fixed The Roboticist's turret's graphics
  • Fixed the deep mine passive not applying on load
  • Fixed the clone passive not giving armoury units
  • Fixed flamer research not unlocking for the pyromaniac
  • Fixed upgrading androids being able to move
[h3]Map Editor[/h3]
  • Fixed dirt always appearing under placed ore/uranium within the map editor
  • Fixed the delete wave unit buttons in the map editor not working correctly if you have a lot of different enemy types
  • Fixed part of the map editor breaking if you have 10 waves
  • Fixed gates placed in the map editor having inconsistent connection behavior
  • Fixed tribe faction units not being targeted correctly when spawned in custom map waves