 
	Not being ones to rest on our increasingly squashed laurels, we have beavered away in the background for a while making the game a bit nicer for everyone.
We've also changed the name to Welcome to Basingstoke as well, to help differentiate it a bit with the old google-search stuff. Who knows whether that'll work or not? Answers on a postcard please (found in the back of a disused office, behind a filing cabinet guarded by a dead policeman).
So what's in the update?
Loads new content, with a new ending
Lots of new features and general polish (and it's a tad easier)
A somewhat embarrassing number of bug fixes!









 [/carousel]
[/carousel]We've redone a large part of the later stages of the game, and added a special new end level and sequence, to replace the previous endless-mode. You can now actually escape from Basingstoke... promise :)
Cross the ring road, dodging meteorites, and go ice skating at the Basingstoke Arena. Explore underground and discover the hidden lab. Find your way through the graveyard and on to the Nexus research facility. Can you make it all the way to the M3 motorway and the evac zone?
 
  
There's 10 completely new areas, using nearly 300 new scenery items! And ice skating, did we mention the ice skating?
[carousel autoadvance="true"]

 [/carousel]
[/carousel]Added Achievements for the new levels, Horde mode... and a new extra special secret one :)
Added three new special Omnicorp items
Replaced the old Horde mode UI and added special skins for the Horde mode characters
Enemies would block the player hurdling if on the other side of a barrier - now the player knocks them back instead, and ninja kicks them if timed right
Added UI scaling option
Added controller shake support, and sliders for controller and camera shake
Added audio recording to instant replay, and options for resolution, framerate etc. (Windows only)
Added quick zoom control that works in the game and the map
Added controls to the map to find the level start, player and exit
Changed the map so undiscovered areas are shown as flat black rather than hidden
Added various tweaks to enemy spawning and behaviour based on difficulty autotuning
Added FRAGILE warning to melee weapons if near breaking
Added option to view item info in the shop and vending machines
Changed popup help controls – show map, show next help, or close help, depending on context
Added enemy models to enemy info in the encyclopedia

Bugs, fixed... including some old favourites such as Infinite Kebabs, The Missing Postcard, Stuck Lift, Finding Luggage Breaks Map and Spam Gifting Sandwiches. There's a more complete list here.
Many thanks to all those on our Discord that have been testing all the beta builds leading up to this release, special thanks to buckysrevenge, hemebond and Bob.!
Oh, and we've been reliably informed that it's also available on PlayStation®5, whatever that is. Maybe you have a friend that has one, or even own one yourself!
It's back to full steam ahead on Battledroid, Follow or Wishlist it, if you haven't already, and we'll let you know soon of when we are nearing release!
 
  
Until then, good luck on your mission... to escape from Basingstoke!

 
	
	This week, we’re highlighting some of the less visible, but absolutely essential, work that keeps 100 Lives running smoothly. We spoke with Maria M., one of our software engineers, who focuses on everything from back-end systems to player-facing improvements like resolution support and early multiplayer tools.
While her work often happens behind the scenes, it’s key to making sure players have a seamless experience, whether it's customizing a character, tracking a specific lifestyle in the quest log, or noticing how Kingstown subtly changes around them.
Last week: integrated the analytics system and created some events we want to track in order to improve the user experience. Next, looking into Twitch integrations!
The changes on the map - how it will change as a reaction to the events.
Maybe not interesting, but a technical challenge I enjoyed recently was adapting the game to look nice in all different resolutions/operating systems.
If players take a look at the quest log, they can play events & activities in a way that they can follow interesting paths and go deeply into a specific lifestyle. If they don't use it, they will probably live a more random lifestyle. But I wouldn't say it's something they can "miss", maybe for some players it's more fun? Items are not only needed for unlock options or finishing quests, but you can also use them in order to improve your skills, it might be helpful for some events!
I'm not only a Unity Developer, I'm a Software Engineer, so even if sometimes I work directly creating features inside the game, I try to focus more on the backend / on the shadows to create all the infrastructure that the rest of the team needs in order to develop the game. Also, keep working on pipelines that help us iterate faster and be more agile (building a version with just some clicks on the CI, distributing the versions...)
While you may not always see their work directly, our engineering team plays a major role in shaping how 100 Lives feels to play. From faster build pipelines to smarter quest tracking, they help us iterate quickly and build a game that’s as responsive as it is rich in detail.
We’ll be back soon with another devlog, this time with a closer look at character design and backstory development. In the meantime, don’t forget to wishlist 100 Lives on Steam, and try taking the road less traveled in your next life. You never know where it might lead.
 
	
	Commanders, attention! From August to October 2025 the Modern Warships lineup has grown significantly: ultra-modern ships and combat modules from around the world have arrived in the game, each with its own role and tactics — from heavily armed capital ships and agile strike aircraft to submarines capable of launching upgraded ballistic missiles. This addition deepens gameplay and expands tactical options: want aggression — build strike-focused loadouts and force your tempo on the enemy; need map control — invest in recon and long-range weaponry. The new content encourages varied playstyles — from classic head-on engagements and flank raids on key objectives to coordinated defense and precise containment. In our brief overview — a breakdown of the key new additions and what exactly awaits you at release on Steam!
Country: France
Tier: III
Role: high-speed submarine missile-carrier
FS Forbin — a French frigate developed as part of the Franco-Italian “Horizon” program. By NATO classification it effectively functions as a destroyer: fast, maneuverable, low-observable, and packed with modern electronics. Its weapons mix combines standardized mounts and specialized modules, while a thoughtful layout and strong air defense give the ship a wide tactical envelope and the ability to dictate the terms of engagement.
Tactics on this ship most often revolve around active flank maneuvers, where speed lets you seize the initiative, or working in the thick of battle — shoulder to shoulder with destroyers and cruisers, providing fire and cover. Bear in mind: despite solid protection and excellent mobility, the ship’s Achilles’ heel is a not-very-diverse strike arsenal — mainly missile batteries and main guns. Two sensible fitting concepts follow from this: either equip fast-reloading weapons to overload enemy defenses with simultaneous threats, or build a heavier, slower-reloading loadout and fight from long range — in calmer conditions where gun accuracy holds and missiles have time to accelerate and better penetrate the enemy’s air defense envelope.
Country: France
Tier: III
Role: old-school battleship with modern armament
FS Super Alsace — a project for a fast battleship of the French Navy featuring an unconventional weapons layout. Strike power is concentrated in a combination of large-caliber artillery and auxiliary launchers, reinforced by automated gun systems. Special emphasis was placed on air defense: the ship received an expanded set of diverse AA systems that form a dense protective dome against aerial threats.
Gameplay for this ship is geared toward front-line combat. High durability, reliable air defense, and four powerful guns allow effective attacks: synchronized gun salvos combined with grenade launcher fire deal such damage that the enemy often has no choice but to seek cover and repair — if they’re lucky. Flank raiding at medium ranges is also effective when you choose the right moment to employ each weapon type. Long-range shooting makes sense only for commanders who can accurately judge distance and have artillery experience — otherwise accuracy drops to zero.
Country: China
Tier: III
Role: underwater predator with a torpedo focus

CN Type 039C — a modern Chinese Yuan-class submarine equipped with the latest hydroacoustic technologies for low noise signature. An enlarged oxygen tank compartment enables prolonged submerged operations. In addition to extra torpedo tubes, this variant features new anechoic coatings that further reduce detectability by enemy aircraft and surface ships.
Overall gameplay on the CN Type 039C will be familiar to commanders who have experience with the RF Barrakuda (945) and JS Taigei — its small size and good handling let you rapidly approach enemy ships underwater and unleash massed torpedo attacks, dealing significant damage and drawing enemy attention. This creates openings for allied teams to break defensive lines during slow-paced battles. The best tactic for the new Chinese sub is to creep under the hull of an unlucky opponent and methodically attack them while they’re vulnerable, without worrying about return fire from grenade launchers — their firing arcs often prevent them from targeting you.
Country: China
Tier: III
Role: heavy hovercraft with heavy armament
CN DX-125 — an experimental assault air-cushion vessel developed for the Chinese Navy. It stands out with an expanded set of offensive and defensive weapons and a reinforced, enlarged hull. The vessel is intended to escort slower allied ships and carry out a variety of operational and tactical missions. Its unusual layout ensures effectiveness against all types of maritime threats.
The new Chinese hovercraft is a heavyweight in its class, especially compared to the Pan Spatial Zeus. It has a broader weapons suite but lags behind its class counterpart in mobility. Gameplay for this ship centers on long-range play with its accurate, long-range equipment. With this tactic you’re less vulnerable to strikes from enemy carriers, which typically prioritize lone close-range targets. You can, however, bolster your AA by fitting a replaceable missile battery in the free slot. An interesting tactic is to hide behind cover or keep your distance, launch the TW 200 helicopter, and use it to fire Red Arrow 20/50 missiles. Due to their high trajectory and resistance to countermeasures, such strikes can rattle the commander of a low-HP ship while keeping you safe.
Country: China
Tier: III
Role: jack-of-all-trades ship with wide mission scope

CN Type 051B Shenzhen — an experimental modular destroyer of the Luhai class, built to expand Chinese naval engineering experience and develop a universal ship with fleet command systems. It can serve as a flagship when needed. The ship has undergone multiple upgrades and participated in anti-piracy operations. Successful engineering solutions from this project formed the basis for the Type 051C destroyer.
The new Chinese destroyer is a model of versatility in both armament and tactical roles: it performs well in head-on duels, hunts submarines, conducts flank raids, and delivers precision strikes on priority targets. It shines in coordinated groups: use long-range ASMs and guns to strike enemies anywhere on the map, or switch to submarine hunting by combining grenade launchers and torpedo tubes. Its baseline AA is not especially strong, but that can be offset by fitting a surface-to-air missile in the battery slot and by teamplay: stay inside allied AA coverage and watch each other’s backs so enemy strike aircraft can’t pick off isolated targets. That’s how the ship realizes its potential and consistently gives the team an edge.
Country: United Kingdom
Tier: III
Role: the most versatile ship in its class

HMS Fearless (L170) — a multi-role landing ship of the Royal Navy built with stealth technologies and improved seakeeping. It can perform a broad range of maritime operations thanks to a flexible payload system. Powerful engines allow it to retain high speed and maneuverability even in adverse conditions, providing combat advantage.
The new British assault ship is a true builder when it comes to equipment: the commander chooses missile systems, AA suites, as well as a helicopter and drones. Only the autocannons are fixed and cannot be replaced, but their high efficiency makes that a non-issue. Tactically, it is optimal as a support ship on the front line, where missile batteries and artillery help allies and then transition into active breakthroughs of enemy defenses. With the right loadout it can move from a support role to an independent strike unit that sets the battle rhythm. The new MARS UEV drones deserve special mention: use them aggressively for recon and, upon spotting an enemy, send them in for ramming detonations. With skilled simultaneous control of two such drones, you can inflict colossal damage on an enemy ship — up to half its HP or more.
Country: Russia
Tier: III
Role: multi-purpose missile cruiser

RF Project 1165 Svarog — a Soviet nuclear-powered missile cruiser of Project 1165 “Fugas”, built as both a sword of sea supremacy and a shield of layered air defense. On board is a full arsenal: powerful AA complexes, missile launchers, and gun systems that let it handle any fight. The ship is versatile and capable of engaging targets in the air, on the surface, or below. Replaceable systems yield high multifunctionality in battle, making this cruiser a true menace of the seas.
This cruiser functions best as long-range support: it reliably covers allies with missile salvos, while its other armaments — two guns and three grenade launchers — enable daring breakthroughs to rapidly turn the tide. It is confident against air threats: eight distributed AA points together with silo S-300 Fort SAMs destroy a significant portion of incoming missiles and easily repel small air raids. For its class the ship is notably mobile, enabling flank maneuvers: while the enemy is occupied in the center, a surprise side or rear attack combining guns, grenade launchers, and missiles breaks formations and creates ideal conditions for a decisive push.
Country: United Kingdom
Tier: III
Role: nuclear ballistic missile submarine

HMS Vanguard (S28) — a Royal Navy nuclear submarine equipped with ballistic missiles and modern torpedoes. It is the lead ship of its class and the backbone of Britain’s nuclear deterrent. Low-observable technologies make it extremely hard to detect. Its nuclear reactor grants high speed, and in combat it is a powerful tool capable of delivering devastating strikes.
Optimal tactics are based on firing from cover, which aligns with ballistic missile trajectories and enables powerful strikes while remaining safe. Even with limited cover on the map you can occupy a strategically advantageous corner and start eliminating opponents, turning long-range firepower into battlefield superiority. This playstyle gives control over engagements, allowing you to choose the attack moment and greatly reduce retaliation risk. Starting a battle from the spawn point is not recommended — even submerged launches will draw enemy aviation attention quickly. Also avoid letting enemies close in: due to its armament the sub’s close-quarters options are limited. Torpedoes will help, but at best they prevent the enemy from leaving intact rather than fully neutralizing the threat.
Country: India
Tier: III
Role: multi-role stealth frigate
INS Nilgiri (P-17A) — a modern stealth missile frigate of the “17 Alpha” project for the Indian Navy. Its design focuses on maximal concealment: composite materials and radar-absorbing coatings significantly reduce radar signature. Another key advantage is high modularity: nearly all weapon systems are replaceable and adaptable, allowing flexible fitting for any naval task.
Thanks to the ability to swap almost all equipment, this frigate can perform a truly wide range of combat tasks. Head-on clashes, hunting stealthy submarines, flank attacks on enemy carriers — these are just some of what a skilled commander can accomplish. However, like any platform, it has weaknesses. The main one is that most of the AA is located aft. On the open sea that’s not critical, but if an enemy attacks with missiles while only your bow is exposed due to cover, they have a better chance of success. Timely deployment of flares or a smart withdrawal behind cover will help break the enemy’s line of fire.
Country: India
Tier: III
Role: high-speed ballistic missile submarine
INS S5 — an Indian next-generation nuclear submarine carrying ballistic missiles, developed as an evolution of the “Arihant” program. Experience with the previous class revealed reactor power and payload limitations, so a new design with expanded capabilities was created. Displacement of the S5 is nearly twice that of the Arihant, allowing space for a more advanced reactor and substantially larger missile loadout. This submarine will become a core element of India’s naval nuclear triad, elevating the country’s strategic deterrence.
Gameplay centers on delivering missile strikes from long positions, made possible by the sub’s heavy ballistic armament — the main instrument of combat that lets it operate from safe zones and force favorable engagement conditions. For defense the sub has a dual torpedo tube setup that, in the worst case, ensures it won’t be destroyed without consequence, and in the best case forces an enemy ship to close to minimal range for you to launch ballistic missiles. The sub’s mobility is noteworthy: high speed lets it seize advantageous positions and reposition quickly as threats approach.
Country: China
Tier: III
Role: ultra-modern multi-role aircraft

A Chinese sixth-generation attack aircraft with a tailless aerodynamic layout, V-shaped stabilizers to reduce detectability, and the ability to deliver preemptive strikes, including nuclear ones.
Thanks to a powerful, long-range weapons suite it can strike enemies without entering their air defense envelope.
Country: China
Tier: III
Role: cutting-edge air superiority fighter
A tailless fighter variant based on the J-36 project. This fighter is designed to engage aerial targets at medium and long ranges using air-to-air missiles and a unique laser cannon.
Thanks to its powerful airborne laser it handles agile enemy aircraft much more effectively.
Country: China
Tier: III
Role: jet-powered strike mothership drone

A heavy Chinese UAV carrying a broad missile loadout, laser-guided microdrones, mines, and even nuclear warheads. Beyond a wide range of weapons for striking surface and subsurface targets, it can conduct reconnaissance and hunt enemy submarines.
With long-range weapons it can strike from afar. A key feature is the CH-901J kamikaze drones guided by laser designation.
Country: United Kingdom
Tier: III
Role: deep-strike V/STOL attack aircraft
A British modernized V/STOL attack aircraft designed for round-the-clock operations. It features thermal imaging sights, improved avionics, reinforced airframe, and new Pegasus 11 engines.
Thanks to a mix of long-range armament and the ability to hover in V/STOL mode, it can effectively strike targets outside enemy AA coverage while performing minimal maneuvers.
Country: South Korea
Tier: III
Role: multi-role attack helicopter

A naval attack variant MUH-1 Marineon for Korean maritime forces. It has short wings with multiple missiles including hypersonic ones, and a nose turret with a 12.7-mm gun.
With this armament it can effectively engage air and surface targets at medium range, strengthening a ship’s defenses.
Country: Russia
Tier: III
Role: hypersonic strategic bomber

A Soviet experimental hypersonic long-range strategic bomber. Use of titanium in the structure and six high-power engines enables very high speeds, while the airframe shape enhances stealth.
Due to its specialized armament it can strike both from afar and right under an enemy’s nose, thanks to one of the highest speeds in its class.
Country: Russia
Tier: III
Role: jet-powered strike UAV

A Russian heavy strike UAV built on a flying-wing scheme using composite materials, low-observable coatings, and a new powerplant. It carries diverse armament, including nuclear options, and can strike air and surface targets.
Thanks to its weapons it can hit opponents at long ranges, notably using hypersonic missiles with nuclear warheads.
Country: USA
Tier: III
Role: stealth attack helicopter

An anti-submarine variant of the US LHX combat helicopter program. It has excellent maneuverability and a wide arsenal for engaging all target types. It uses stealth technologies and modern navigation systems.
Indispensable for players who value the ability to hit any target.
Country: USA
Tier: III
Role: futuristic attack aircraft with a powerful combat laser

An American concept for a low-observable future attack aircraft with a hybrid propulsion system and multiple unique engines. It achieves high speed and excellent maneuverability.
Capable of engaging all target types on the battlefield.
Country: China
Tier: III
Type: automatic anti torpedo gun
A Chinese defensive grenade-launcher-style system with a drum magazine, designed to counter torpedo threats. It fires automatically at incoming torpedoes at close ranges.
An indispensable aid for creating automated anti-submarine defenses.
Country: China
Tier: III
Type: anti-ship ballistic missile

A refined variant in the Chinese DF-31 missile family. It flies a high trajectory and carries submunitions to deal area damage. The missile’s structure has been reinforced to improve its chances of penetrating even the strongest air defenses.
It proves highly effective against enemies thanks to the combination of speed and trajectory.
Country: China
Tier: III
Type: naval drone-ground effect vehicle with self-detonation capability
A modern Chinese military ground-effect naval drone designed to combat ships. It skims above the water at high speed carrying a powerful self-detonating charge and several torpedoes. The CH-T1 is intended to strike large surface ships, conduct fast torpedo attacks, and block sea areas — a technological achievement in modern naval warfare.
By detonating on impact it inflicts massive damage to an enemy ship, forcing it to fall back for repairs.
Country: China
Tier: III
Type: naval gun
A Chinese 100-mm twin naval gun mount designed for engaging surface targets at medium ranges.
It offers good accuracy due to reduced dispersion when firing.
Country: China
Tier: III
Type: launcher with laser-guided projectiles
A Chinese launcher with laser guidance, designed for precision strikes on surface targets at long range.
Especially effective against targets concealed behind smoke screens.
Country: China
Tier: III
Type: counter-measure-resistant torpedo
A Chinese electric torpedo with a three-round launch tube. Manual control of each salvo allows bypassing enemy subsurface countermeasures at the decisive moment.
The best choice for anti-submarine tasks.
Country: USA
Tier: III
Type: high-power surface-to-air missile system

An American surface-to-air missile system intended to engage groups of aerial targets with micro-nuclear warheads.
Due to the area damage from a nuclear blast it can hit not only enemy aircraft formations but also the missiles they launched.
Country: Russia
Tier: III
Type: torpedo with nuclear warhead
A long-range Russian torpedo with a nuclear charge. It quickly acquires targets and deals area damage. It has high top speed but slow acceleration.
An excellent choice both for submarine hunters and for those who prefer hunting subs from the surface.
Country: Russia
Tier: III
Type: cruise missile
A Soviet sea-skimming cruise missile with a nuclear warhead designed to strike high-value surface targets at long range. It can be launched from underwater.
A welcome addition for submarines that carry both SLBMs and anti-ship cruise missiles.
Country: Russia
Tier: III
Type: gun-based AA system
An improved four-barrel variant of the AK-630-2. The complex effectively counters all aerial threats at medium ranges with dense, accurate fire.
Thanks to its rate of fire it almost always shoots down incoming aerial targets. The more of these installations on a ship — the better!
Country: Russia
Tier: III
Type: automated anti-submarine system
A modern Russian anti-torpedo defense system that automatically engages submarines and torpedoes at close ranges.
Country: India
Tier: III
Type: hypersonic anti-ship missile
A hypersonic variant of the Russian-Indian Brahmos missile. It can strike surface targets at long ranges.
An excellent pick for players who prefer to attack frequently with missiles without waiting for long reloads.
Manufacturer: Pan Spatial Aerospace Concept Design
Tier: III
Type: unmanned explosive motorboat
An experimental self-detonating unmanned boat that allows mounting additional armament. Its elongated hull carries an increased active contact explosive payload as well as several multi-purpose missiles.
It boasts high speed and maneuverability within its subclass, simplifying attacks with such drones on targets.
Country: Germany
Tier: III
Type: multiple rocket launcher system

A German lightweight launcher for medium ranges. It has excellent firing accuracy due to the FIELD GUARD fire-control system.
It also features a fairly fast reload, making it a great choice for ships that rely primarily on rocket artillery.
Country: India
Tier: III
Type: anti-ship missile
A variant of the Russian-Indian BrahMos anti-ship missile designed for long-range engagements.
Its excellent initial speed makes it useful across many combat scenarios.
Country: France
Tier: III
Type: anti-ship cruise missile with underwater launch capability
A French long-range anti-ship cruise missile intended for both surface ships and submarines. It features fast target acquisition and high speed, and can be launched from underwater.
Its quick lock-on and strike capability make it a great choice for submarines that want to break into the heart of battle underwater.
Country: Sweden
Tier: III
Type: artillery
A Swedish fully automated 155-mm gun firing high-velocity shells. It offers exceptional volley accuracy with a two-round salvo and can engage surface targets at long ranges.
Installing it on a ship with 2 or even 3 gun slots can turn the vessel into a true mini-battleship!
Country: Iran
Tier: III
Type: cruise missile with IR decoy resistance

An Iranian medium-range cruise missile with a unique flight profile. It can strike surface targets and ignores thermal decoys.
A great choice for those tired of "losing" missiles to thermal countermeasures!
In addition, over these three months we reworked submarine ballistic missiles, giving them their own subclass and functionality. Both old models were updated and new ones were added. 
In the equipment store you can find the following new additions:
JL-2 (China; T3)
R-39 (Russia; T3)
UGM-27 Polaris A-3 (USA; T2)
UGM-96 Trident I (USA; T3)
Country: Russia
Tier: III
Type: submarine ballistic missile
A Russian ballistic missile, a modification of the "Sineva" variant, intended for deployment on submarines. It carries an enlarged nuclear warhead.
It has a slightly higher flight speed compared to commonly available counterparts.
 
	 
	
	
Hey Wartorn community!
We've been on an incredible journey together since Early Access launched, and your feedback has been the driving force behind every tweak, balance, and addition. From mastering elemental combos to building unbreakable caravans, you've helped shape Wartorn into a world of endless strategy and surprises. Now, we're beyond excited to announce our upcoming 1.0 release is near! This is the culmination of continued adventure, packed with new content that brings the full story to life and takes your squads to new levels!
Now, you may be asking… “I thought there was another Content Update (like Content Update 1) that would come before 1.0?” Well, that was the original plan. But along the way through development, we realized that splitting this content was inefficient and would actually slow down bringing everything planned on the road to 1.0. So, to best bring all of this content to you quicker and more efficiently, it is best to bundle it all together as we reach our 1.0 launch! And here we are, planning to bring 1.0 to you here in the first half of November!

This update marks the end of Early Access and delivers the true conclusion to Yara and Elani's quest. Here's a high-level overview of what you can expect:
Dive into a brand-new desert biome with fresh maps tailored for every mode.
Journey across the new Overworld map of Thyssic.
Thyssic isn't just a new landscape—it's home to new quests, events, and more.

Face off against three formidable new bosses: Brutality, Greed, and a mysterious third.
Discover new events and quests that weave deeper into the narrative, offering unexpected twists and strategic decisions.
Recruit new family members and unlock powerful heirlooms to enhance your runs and reveal more of the Wartorn lore.

Finally guide your caravan to the ancestral fortress of Beynün—the endgame you've been fighting toward!
Earn end-of-run rewards that carry over: Convert leftover resources (coins, food, refugees) into bonus Chord Crystals for future runs.
Family members you rescue and bring to Beynün become permanently available in your caravan for new runs, building your legacy across playthroughs.
Uncover the complete story—but you'll need multiple successful journeys to piece it all together.

Push your units beyond Tier 3 all the way to Tier 5 for ultimate power:
Gain a new trait at Tier 3 to evolve your strategies.
Unlock a fresh ability at Tier 4 for game-changing combos.
Add a new passive trinket slot at Tier 5 to fine-tune your builds.
Hunt for new achievements that reward your mastery of the elements, squads, and Isles.

This 1.0 release is one that we are proud of, refining the core loop while adding layers of replayability and satisfaction. We hope that you are excited with all that is to come!
Full patch notes with every detail, balance change, and fix will drop alongside the release. Stay tuned for the exact launch date announcement soon!
Thanks for being a part of our journey!
See you at Beynün!
The Stray Kite Studios Team
 
	
	- New map added to the game, this one has lots of hills!

- Fixed a few maps where certain terrain wasn’t giving any cover
- Rivers now reduce accuracy by -50% instead of by -35%.
- Rivers now reduce movement by -80% instead of by -75%
- Artillery bug fixes with limber/unlimbering. Artillery bug fixed which made certain cannons unresponsive to orders.
- Dialed back canister to where it used to be, the last patch had made it too effective. We are also aware of the bug that lets canister shot be used through enemy units, we’re going to fix this soon.
- Canister range reduced marginally. Grapeshot untouched.
- All artillery deals -10 less shot damage.
- Bronze artillery no longer deals extra damage compared to its iron counterparts. It already gets higher range, faster reload, and more accuracy. No reason that the cannon ball itself should be dealing greater damage.
- High-caliber artillery (like 12-pounders) now take longer to reload
- All bronze-tier artillery now consume more supply (making them more expensive to maintain)
- All high-caliber artillery now consumes more supply (making them more expensive to maintain)
- Limber chests no longer reduce movement speed (which could result in some artillery moving at a speed of 0) but now reduce stamina instead. If artillery crews become tired they will become less accurate.
- All artillery units’ stamina skill reduced by -5 making them get worn out faster if they’ve been firing all battle and this results in less accuracy.
- Bronze range bonus compared to iron guns is now +35 instead of +50
- Howitzer blast radius reduced slightly
- Shuvalov cannon ball splash damage radius reduced to be more in-line with the other howitzers
- Bronze cannons no longer get an effective range bonus over iron guns. This means they’ll lose the same amount of accuracy when firing at far ranges which makes them harder to rack up kills at maximum range
- Bronze 3lb gun made more common
- Light infantry accuracy bonus from being in open order reduced from +20% to +15%
- Officer portraits on the UI is no longer skewed to the side, the alignment was fixed
- Fixed a bug where in Act 3 some Austrian armies fielded an additional veteran fusilier in their artillery brigade, meaning they were bringing 5 units instead of 4 in that brigade
- High-end bayonet prices brought down by about -20
- Drilling consumes 8 ammunition per regiment per day now instead of 10. So if you had an army of 12 regiments, they’d previously consume 120 ammunition a day drilling. They now consume 96 a day drilling.
- Carbine costs dropped by -10
- Made barracks and noble estates weight extremely high so it’s no longer the case that you’ll find settlements without them.
- Localization fixes across all languages, Spanish, German, French, Russian, Chinese, and Polish. 
- improved some translations and fixed cases where some translations were appearing as ID names like “REGION/AUS” or “CHOICE1_ENCOUNTER”
- English typo fixed with “The De Ligne Fusiliers”
 
	
	Hi everyone, ⋆˙⟡
We’ve been hard at work polishing ASCEND and learning so much along the way. We’re a small, no-budget indie team who built this game out of love, and we’re honestly so proud of how far it’s come. Thank you so much for the patience, feedback, and support that helped us able to focus on our priorities for bugfixing.
This update fixes a lot of the issues you’ve been reporting - especially around controller navigation, puzzle stability, and performance. Annnnnnd, we've added a few Halloween surprises to discover too 👀.
Oh, and one more thing… Ascend has been nominated for Best Indie Game Made in The North 2025! 🏆WAHHHHH! ⋆⭒˚.⋆
You can support us by voting here 👉Vote for Ascend
Every vote means the world to us! And we’re truly here to stay. 💫
Pumpkins have appeared throughout the Fire Level!
Collect them as you play. Every 5 pumpkins triggers a surprise.
Gather 20 pumpkins and press P to unlock something very special.
A Halloween-themed Tarot Card is hidden somewhere in the level. Can you find it?
The Starweaver was lingering on screen when interacting with the Gaia statue.
Pass on the twilight crystal tutorials.
Gotten rid of the VFX when you pick up the flowers.
Text on tutorials should be bigger.
Flowers have had a pass to show up correctly when picked up.
Made the pressure plates go down when you step on the reset or push the blocks on the puzzle ones.
Added noise in for the reset button on the Aries puzzle.
Pass on Aries puzzle for sound and controller.
Dialogue pass.
Messaging on the Taurus quest is better.
Re-arranged the area to now include pickables.
Re-arranged the area to now show where you put the Yaks.
Dialogue pass.
It says "that’s not right" when you add the telescope lens to the telescope. Adjusted. 💅🏼
Reminder to switch to daytime if you haven’t done so yet in the Leo puzzle or delete the riddle.
Added audio messaging of the sun beam powering down when you exit daytime, while the sun beam is active.
'Sparking' particle effect was not appearing when in daytime, and sunbeam glass has been added.
Pass on the Leo puzzle from an audio perspective.
Terrain pass on the platforming area for the moon fragment.
The crab claw moved, and platforming is now needed to find it.
The camera added when the crab claw let's go of the moon ball.
Moons have been adjusted when you pick them up.
Dialogue pass.
Cleaned up of the waterfalls that disappear after activating the 3rd Scorpio pressure pad.
Switched the switches around for raising and lowering the water.
Riddles are now up to date on the Scorpio puzzles and provide better support on what you're meant to be doing.
The panic attack scene has been looked at. Adjusted the comic scene and 3D scene.
Dialogue pass.
Add in breaking building bits to the entrance.
Dialogue pass.
There were multiple areas where Aurora could go beneath the snow during the climbing gorge.
There was no dialogue on the first lines as Aurora approaches the Aquarius puzzle.
The player was able to get underneath the split path area.
Waterfall VFX near the 1st pressure plate pad is too high.
Lighting Pass on the split path area.
Added riddle prompts to UIWidgets so they appear/show during cinematics correctly.
There are occasions where the player can sometimes not skip a cutscene. Fixed. 💅🏼
Pass on the panic attack scene.
The interact button stays when talking to Gaia.
If the player picks up the Moon Ball from the grove first, it doesn't update the mission. Fixed. 💅🏼
Added all scrolls to the game.
Added in all books related to the Starsigns.
The main menu widget didn't stretch on the screen.
Music didn't play on the splash screen.
We’re still a small team doing our best with what we have, no external funding, just doing what we love, persistence (as much as we can handle!), and the belief that ASCEND can keep growing into something truly special. We’re aiming to add more content before the end of the year.
Come hang out, share your ideas, and show off your discoveries in our Discord:
We’re honoured that Ascend has been nominated for Best Indie Game Made in The North 2025!
🗳️ Vote here: Vote for Ascend
🗓️ Voting closes: 10th November 2025
🏅 Winner announced: GaMaYo WX – 13th November 2025
Thank you for believing in us and for being part of this journey!!
Thanks, Nareice
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┊ ┊ ┊ ┊ ˚★⋆。˚ ⋆
┊ ┊ ┊ ⋆
┊ ┊ ★⋆
┊ ◦
★⋆ ┊ . ˚
˚★
 
	A small but important update is out, aimed at improving stability and fixing bugs.
Fixed a bug where part of the hand was not visible
Added colliders for some objects on the base
Map updated for accurate placement of substations
Updated instructions when purchasing items in the shop
Fixed a bug where walking sounds played even when standing still
Changed the hint requiring you to start the generator
Mines reworked — now they are visible from a distance
Added purchase sounds and printer sounds
Spider damage reduced by 60%
Work is still ongoing to fix the bug where some models are missing textures.
If you find a bug or have suggestions, please let us know!
Thank you for your support 💬
 
	
	Bao Boi now supports controllers for both gameplay and full menu navigation.
You can play start to finish using your gamepad — or keep using keyboard and mouse if you prefer.
Thank you for playing Bao Boi!

 
	Timestamp: 07-26-14 // Location: Maintenance // Speaker: Unknown
"They've overrun the ship... Can't hold out much longer... I found some things the others could use... GET OFF OF THE SHIP!" // Transmission ends.

Maintenance schedule initiated, incoming parameter improvements imminent. Thank you all for your continued support of Moros Protocol! The devs have been hard at work squashing bugs and making improvements to the game, and now it's time to get excited for MORE. We're revealing our roadmap for additional content coming to the game right now, starting in November with run modifiers and more to come in December 2025 and into 2026. We're grateful to all of you for playing and hope you enjoy the new content coming.

But that's not all for today! As a little treat and a thank you we've added a whole host of community items to Steam for you to enjoy including backgrounds, profile images and profile image borders. You can find all of them in the points shop on Steam now ➡️ https://store.steampowered.com/points/shop/app/1605250

Stay up to date with Moros Protocol by following us on X and joining our Discord Community for the latest updates and to connect with your fellow Orpheans.
See you in the stars 🌠
- Pixel Reign 🚀