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Utopia Must Fall News

The truly excellent Utopia Must Fall has a new Beta with Steam Deck support

Utopia Must Fall is great base-defense arcade shooter, easily one of my favourites that I played earlier this year and soon Steam Deck players will enjoy it.

Read the full article here: https://www.gamingonlinux.com/2025/10/the-truly-excellent-utopia-must-fall-has-a-new-beta-with-steam-deck-support/

+ Next Major Update Is Ready To Beta Test (Includes Steam Deck Support) +

[p]Hello all,[/p][p]Thanks for the patience while we worked on this update, now ready to test in the BETA Branch. This update is a little different, as it focuses mainly on performance, graphics options, Steam Deck support, quality-of-life features, and lots of small additions and improvements.

It was a necessary update to pave the way for new content, which will be much easier to add now that we have these others things out of the way. Please let us know how this build goes for you in the Beta Feedback Thread.

CHANGELOG:

v0.729 (beta branch)[/p][p]—————————————————————————————[/p][p]V99 Engine Overhaul[/p]
  • [p]Entirely new vector rendering system built from scratch[/p]
  • [p]Around 6x faster raw line drawing performance![/p]
  • [p]Custom effect shader pipeline[/p]
  • [p]Multisample antialiasing up to 4x[/p]
  • [p]Variable pixel density up to 2.0x[/p]
  • [p]Improved system loop timing: legacy 'delta' timing mode removed[/p]
  • [p]Significant optimisation gains in collision detection, entity management, memory traffic, etc.[/p]
  • [p]More accurate collision detection[/p]
  • [p]After one launch into fullscreen via the windowed intro, the app will auto launch into fullscreen next time (unless the app is set to windowed again while running and then quit)[/p]
  • [p]New CRT effects (bezel reflections, barrel distortion, phosphor trails, new overlays)[/p]
  • [p]New graphics options: aperture (beam width), dwell (corner sharpness)[/p]
  • [p]Manual viewport scaling options[/p]
  • [p]New audio mix: sound effects, aux reverb and speech generator are dynamics compressed in a dedicated bus (pre-fader), music channels are no longer affected by global dynamics compression[/p]
  • [p]Experimental X/Y oscilloscope audio renderer (requires high sample-rate DC-coupled audio interface, not practical for or enabled in UMF yet)[/p]
[p]Steamdeck improvements[/p]
  1. [p]Steamdeck controller support via XInput[/p]
  2. [p]Steamdeck will auto-launch into fullscreen on first run (unless it has been windowed while running in linux desktop mode, then quit)[/p]
  3. [p]\[!] NOTE: Steamdeck requires Proton 10.x (beta) or Proton Hotfix to run (as of 2025/09/23)[/p]
  4. [p]\[!] NOTE: Steamdeck requires "Disable Frame Limit" to be switched on in Performance Settings to v-sync properly[/p]
[p]Graphics / Audio / QoL[/p]
  • [p]Entire game aspect ratio widened by 12% (was 5:4 now 7:5)[/p]
  • [p]All old display modes recreated with the new shader pipeline, except for 'v99 extrasharp' (can be recreated with the new aperture and dwell controls)[/p]
  • [p]Each display mode now sets various parameters to sensible defaults (dwell, aperture, persistence, screen sim., reduced motion)[/p]
  • [p]New display mode: 'Hotwired Trinitron', based on a Sony PVM9044QM[/p]
  • [p]At game over, time slows down to 0.01% momentarily and the entity that destroyed the city is highlighted[/p]
  • [p]Improved game over FX sequence, increased debris entity count, new debris items[/p]
  • [p]New city traffic vehicle variants[/p]
  • [p]New particle FX on flail targets and cobalt impacts[/p]
  • [p]Red Weed enemy now comes in 3 sprite variants[/p]
  • [p]New asteroid chunk variants[/p]
  • [p]Default music volume of 50% is now the maximum, scaled in the options UI to appear as 100%[/p]
  • [p]End-of-day rewards (as opposed to rewards gained during the day) are shown in italic in the reward summary screen[/p]
  • [p]Gamepad menu button now toggles options menu on title screen[/p]
  • [p]Improved gamepad deadzone / sensitivity curve for nuke target crosshair movement[/p]
  • [p]Improved gamepad sensitivity curve for turret aiming[/p]
[p]Additions[/p]
  • [p]In-game reward meter showing how many reward challenges have been stacked during the day[/p]
  • [p]New AoE/DoT system, 'hotzones' apply damage to enemies over time based on their distance from the zone epicenter[/p]
  • [p]Overfuelled Boosters deal damage in their wake over 1 second, dealing (potentially) 5x more damage overall[/p]
  • [p]Mini-blob variant added for week 1[/p]
  • [p]Alternative game over audio when >1,000,000 points scored[/p]
[p]Adjustments / Improvements[/p]
  • [p]Sub-frame player bullet init positioning (fire rates no longer affected by non-meshing frame rates)[/p]
  • [p]More accurate bullet-enemy collision checks[/p]
  • [p]Slightly more generous and more accurate city hitbox ('unfair' deaths less likely)[/p]
  • [p]Cobalt bullets have 5% greater intertia (pushing force)[/p]
  • [p]Cobalt Coil Gun temporarily gets twin shot during Blackout[/p]
  • [p]Shotgun Cannon deals 6% more damage overall (Blunderbuss inherits this increase also)[/p]
  • [p]Laser Watchtowers deal 2.5% more damage per second (all tiers)[/p]
  • [p]Mines ('rainbow bombs') have 5% more air resistance (fall slightly slower)[/p]
  • [p]Improved pulse knockback / pull behaviour when interacting with pathed enemies[/p]
  • [p]Wizard mine drop rate 16% slower[/p]
  • [p]Anemones now target outposts as well as the city and drones[/p]
  • [p]Asteroids have 8% less health[/p]
  • [p]Level 2 Cheval de Frise have 10% less health[/p]
  • [p]Level 3 Cheval de Frise have 5% less health[/p]
  • [p]Various enemy wave colour tweaks[/p]
  • [p]Cautious Drones are 5% less cautious (minimum distance to hazards)[/p]
  • [p]Aggressive Drones are 5% more cautious (minimum distance to hazards)[/p]
  • [p]If Aggressive Drones collide with enemy mines/bombs and survive the impact, the projectile becomes 'primed' (collides with other enemies)[/p]
  • [p]If enemy missiles survive a drone impact, the missile stops thrusting and falls under gravity[/p]
  • [p]Drones no longer necessarily die on impact with enemy shields (damage based on impact magnitude)[/p]
  • [p]Added explanation popups for drone behavioural parameters[/p]
  • [p]After applying a factory mod upgrade, the edit outpost screen is opened automatically with the 'recycle obsolete drones' option flashing[/p]
  • [p]'Centipede' squad enemies are less likely to kamikaze into the ground[/p]
  • [p]Bookworm reward now requires 4 research categories (Offensive Innovation Center now counts towards bookworm)[/p]
  • [p]Discipline reward is no longer given to hermits[/p]
  • [p]High Voltage Arcing damage increase raised to 66% from 50%[/p]
  • [p]Work Retreat daily reward bonus multiplier increased to 2x[/p]
  • [p]Red Flag Day reward bonus multiplier increased to 6x[/p]
  • [p]Context Switch charge rate boost while not firing increased to 666%[/p]
  • [p]Week 1 attack wave cadence reduction ramp ends on day 6 insteand of day 4 (reduction at day 1 is still 12.5%)[/p]
[p]Fixes[/p]
  • [p]Prevent crash when spam-clicking icons in upgrade tree[/p]
  • [p]Prevent gamepad thumbstick events being sent to nonexistent brains on game over (single frame potential crash)[/p]
  • [p]Prevent rare crash when newly spawned sub-entities (fighters launched by Calamari, Tanks, etc) are destroyed by orphaned bullets while being initialised[/p]
  • [p]Prevent buttons hidden during UI transitions from being interactive in rare scenarios causing UI discombobulation[/p]
  • [p]Fixed incorrect scale units for drones aiming at fly-by enemies (Cruisers)[/p]
  • [p]Mines no longer bounce off outposts on direct collisions[/p]
  • [p]Drones will no longer attempt to aim at cloaked enemies[/p]
  • [p]Fixed minus 1 population bug in rare cases[/p]
  • [p]Points can no longer be earned from enemies dying in game over explosion (fixed potential difference in final score in-game vs final score on game over summary screen)[/p]
  • [p]Fixed explosive enemy gibs seed sometimes not auto-popping (Cruisers, Calamari, Wizards)[/p]
  • [p]Drones can no longer take damage by colliding with the ground while in config mode (and potentially destroying themselves and outposts)[/p]
[p][/p]

Pixeljam's Dino Run 2 Kickstarter Campaign

[p]Hello all,[/p][p][/p][p]Utopia Must Fall is approaching a smaller but significant update in the next few weeks, be on the look out. And now for the main reason to this post...[/p][p][/p][p]Pixeljam has always worked on multiple projects at once (with different teams), and the thing we've probably spent the most time on is a sequel to our 2008 browser game Dino Run.[/p][p][/p][p] It's pixel-art prehistoric multiplayer platformer with world-building tools included to let people create and share their own experiences.[/p][p]We've been either dreaming, planning, developing or crowdfunding on it since 2012 or so. We finally have enough momentum to make a final push to get to Early Access release on Steam, and if you are curious about it, please check out the Kickstarter campaign that we just launched: https://www.kickstarter.com/projects/pixeljam/the-dino-run-2-early-access-campaign?ref=9aoxr8[/p][p][/p][p]Everyone that backs it will get immediate access to the current Multiplayer Sandbox, where you can explore & experiment, design & destroy, hang out and have fun alone or with friends:[/p][p][/p][p][/p][p]We hope you enjoy it![/p][p][/p][p]-Miles @ Pixeljam
[/p]

Utopia Must Fall is easily one of the best modern arcade shoot 'em ups

Utopia Must Fall from developer Pixeljam has absolutely absorbed my attention recently. It's easily one of the best modern arcade shoot 'em ups I've ever played with a great moody atmosphere.

Read the full article here: https://www.gamingonlinux.com/2025/05/utopia-must-fall-is-easily-one-of-the-best-modern-arcade-shoot-em-ups/

Version 0.702 ExtremelyHotFix

Addresses a late-game nullifier glitch.