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TactiCon Update - Part 2

TactiCon Update - Part 2
[p]Hi again, here we have the second part of thiis Early Access Update! In programm we've got a new map, the Keybinding menu and some bugfixes![/p][p][/p][h2]Patch Note[/h2][h3]Added[/h3]
  • [p]New Multiplayer & Skirmish Maps: Petal Clash[/p]
[p] Another brand-new map is available! A charming environment where you can fight for a strategic chokepoint and alleyway[/p][p][/p]
  • [p]Keybindings menu[/p]
[p]You will be able to bind any keys you want, like organs, actions or camera movements.[/p][p][/p][h3]Fixed[/h3]
  • [p]Multiplayer: Save & Load menu fixed. No longer breaks if there are old format save files in your disk.[/p][p][/p][p]That's it for the TactiCon Update. We hope you will like it. Please don't hesitate to leave a review or provide feedback; it's greatly appreciated. Thanks![/p][p]
    Join the Discord![/p]

TactiCon Update - Part 1

TactiCon Update - Part 1
[p]Hi, We're happy to share with you our second Early Access update! You'll find new content, some Quality-of-Life changes, and upcoming content! Enjoy :-)[/p][p][/p][h2]Patch Note[/h2][h3]Added[/h3]
  • [p]Save/Load System – Finally Here![/p]
[p] You can now save and load your progress at any point in the Story Campaign. This long-awaited feature replaces the old checkpoint system, offering much more flexibility and control.[/p]
  • [p]New Game Mode – Survival: Challenge[/p]
[p]Test your endurance in a wave-based survival mode, where each wave features unique enemies. We've added 20 handcrafted waves—how long can you last?
 (Note: The original Survival mode is now renamed to Endless.)[/p][p][/p]
  • [p]New Multiplayer & Skirmish Maps: Crab Claws[/p]
[p] One brand-new map is available! Brighter, more visually striking, and packed with tight rooms, chokepoints, and creative strategy opportunities.[/p][p][/p][h3]Improved[/h3]
  • [p]Weapon balancing tweaks (attack power, range, detection, etc.)[/p]
  • [p]Additional localization fixes on the win/lose screen[/p]
[h3]Coming Very Soon[/h3][p] Two major features are just around the corner and will arrive in the next patch:[/p]
  • [p]Steam Achievements [/p]
  • [p]Multiplayer: Turtle Mode[/p]
  • [p]Custom Key Bindings[/p]
  • [p]1 New Multiplayer & Skirmish Map[/p]
[p]Stay tuned! We're preparing great features for the next patch. Please don't hesitate to leave a review or provide feedback; it's greatly appreciated. Thanks![/p][p]Join the Discord![/p][p][/p]

Spring Update - June 2025

Spring Update - June 2025
[p]We're starting summer with our first Early Access update! You'll find new content, some Quality-of-Life changes, and fixes! Enjoy :-)[/p][p][/p][p]We’re excited to announce a long-awaited feature — you can now choose from five difficulty levels for each campaign mission! Whether you’re looking for a more relaxed experience or a real challenge, you can tailor the gameplay to suit your style. And that’s just the beginning — in the future, we plan to enhance this feature with additional elements, such as:[/p]
  • [p]Stars are awarded based on the difficulty level you complete a mission on[/p]
  • [p]Dynamic gameplay elements that adjust depending on the chosen difficulty[/p]
  • [p]And more surprises to come![/p]
[p] Tip for casual players:  If you find the current camera movement with the middle mouse button uncomfortable, head over to the settings and turn off the “Competitive RTS mouse scrolling” option for an alternative control style.[/p][p][/p][h2]Patch Note[/h2][h3]Added[/h3]
  • [p]Multiplayer Menu: Added a title to the multiplayer menu (localized in all languages).[/p]
  • [p]Difficulty Levels[/p]
[h3]Improved[/h3]
  • [p]Level 3 Diving Creature & Level 5 Starfish: These creatures no longer push the player aggressively. Their behavior now provides a more enjoyable and balanced fight.[/p]
  • [p]Submerge Mechanic: Submerging now takes the player slightly deeper into the water.[/p]
  • [p]Level 1 Ending: Changed the heart color on the ending screen from blue to purple :-)[/p]
[h3]Fixed[/h3]
  • [p]Multiplayer:[/p]
    • [p]Fixed submerge functionality in multiplayer.[/p]
    • [p]Fixed brain boost functionality in multiplayer.[/p]
    • [p]Fixed errors in multiplayer lobby.[/p]
  • [p]Localization/Text:[/p]
    • [p]Fixed the look of the pause menu in all languages.[/p]
    • [p]Fixed alert messages in Chinese so they behave correctly and no longer get stuck on screen.[/p]
    • [p]Localized the alert: "You cannot eat. Requires 'Mouth' organ to harvest resource plants."[/p]
    • [p]Fixed the appearance of win/lose screens across all languages, game modes, and levels.[/p]
    • [p]Fixed HUD appearance in all languages.[/p]
    • [p]Fixed HUD nutrient counters to correctly support more than 999 nutrients of each type.[/p]
    • [p]World map localization fixes.[/p]
    • [p]Fixed localization in Arena and Survival menus.[/p]
    • [p]All game mode titles are now correctly localized in all languages.[/p]
    • [p]Fixed incorrect English text in Arena mode.[/p]
[p][/p][p]The Save & Load system, initially planned in June according to the roadmap, will be postponed to the July update. We are sorry for the inconvenience. We hope you will like this update![/p][p] [/p]

Patch notes v0.6911

[h2]Added[/h2]
  • Control & Player Guides: Updated the Control Guide and Player Guide, now fully localized in all supported languages! You can access them via the Esc menu during gameplay.

[h2]Improved[/h2]
  • Level 2: Added more clues to help players discover a secret room near the end of Level 2.
  • Level 2: Tweaked the end of Level 2 to make the objective clearer and help players progress more intuitively.
Fixed
  • Heart death asset bug: Destroying a Heart no longer leaves behind a strange donut-shaped creature
  • Harvester healing bug Fixed a bug where Harvesters could deliver acid or healing nutrients to the Heart, preventing construction. The Heart now only accepts regular purple nutrients as intended.
  • Localization issues: Resolved multiple localization issues.
  • Level 5: Fixed a progression bug in Level 5 where players could skip certain objectives and prematurely attack the mid-level coral barricade. Progression is now locked behind completing the intended objectives!
  • Tooltips fixed: Tooltips for Tiles/Organs no longer linger on screen when transitioning into cutscenes.
  • Cave of Wonders audio bug Fixed an audio bug in the Cave of Wonders map (Multiplayer/Skirmish).

Our Roadmap for 2025 is here

[p]Welcome Modu![/p][p]We're excited to announce the 2025 Roadmap for Moduwar, this roadmap includes New game modes, new maps, UI Optimization and many other things. For the past week since the release of Moduwar your feedback and support helped us to shape this roadmap and made the future of the game clearer. [/p][p][/p][p][/p][h3]Moduwar had a release party![/h3][p] The release of Moduwar isn’t just a milestone or a mere event, it was a dream coming true, so of course we needed to celebrate it properly! [/p][p][/p][carousel][/carousel][h3] A word From Alon Kaplan co-founder of Moduwar: [/h3][p]
Moduwar is Released on Steam![/p][p]I can’t believe this day has finally come.[/p][p]Right now, I’m going through the full spectrum of emotions, and it’s hard to put into words what’s in my heart — but I’ll try:[/p][p]As a kid, I taught myself how to code and used to make little games for fun (alongside my love for music, of course).[/p][p]Later on, I became a full-blown gamer, spending countless hours with strategy games like Red Alert, Dune 2, Warcraft, and StarCraft — some of my all-time favorites.[/p][p]Never in my wildest dreams did I imagine I’d one day be part of creating something this big — something real, something that people around the world can now play.[/p][p]Ten years ago, Alon Tzarafi and I decided to make a small game just for fun.[/p][p]We wanted to create something different — not just another RTS like the classics we loved.[/p][p]So we started meeting up at cafés, brainstorming, trying to think of something original. After three or four sessions, the concept for Moduwar was born — and the rest is history. :)[/p][p]The journey since then has been long and full of challenges, failures, and surprises.[/p][p]Along the way, many amazing friends joined the ride. At one point, 14 people were working on the game — and some are still with us to this day.[/p][p]The more progress we made, the farther the finish line seemed, with obstacles that at times felt impossible to overcome.[/p][p]In the past year, we partnered with a French publisher who helped us bring Moduwar across the finish line — and now here we are.[/p][p]Thank you so much to everyone who supported us along the way Community:[/h3][p][/p][p]We wanted to thank again everyone who gave positive reviews and important feedback, it's extremely helpful for our game,so it’s give a great image of Moduwar and giving us a lot of tools to improve. [/p][p][/p][p]As your point of view is extremely important for us, don’t hesitate to leave a review on our Steam page or Discord![/p][p][/p][p] Discord Steam[/p]