This patch brings the brand-new Practice Area, featuring an intense Shooting Range and a dedicated Training Area in the reimagined PVP map Titan Depot, perfectly redesigned for ultimate training sessions.
But that’s not all – Titan Depot is now also available in the Domination game mode, giving you even more ways to play and compete.
This update also includes:
Bug fixes for smoother gameplay
Fresh UI changes
A polished Main Menu
The first in-game voice line implementations
Get ready – this is just the beginning, as we prepare for the upcoming full release!
Welcome to the Ashes of the Singularity universe! Today, I’m (Gabriela, Narrative and Experience Lead) going to quickly walk us through some key lore, focusing in on a key character and his lasting impact: Andy Lexus.
There are some figures that become synonymous with their inventions and discoveries. Tesla and the power grid. Darwin and evolution. In the Ashes of the Singularity universe, the same could be said of Andy Lexus and artificial intelligence.
When Andy Lexus achieved the first strong artificial intelligence with Haalee I, he was already known worldwide for his contributions to advanced computing. Of his devotees, who called themselves “Lexites,” few were more committed to his vision than the four young men he brought on as his protégés: William “Mac” MacBride, Liam MacDowell, Darius Erdman, and Daniel Ambros. Each of them would play an integral part in cementing Lexus’s legacy after his shocking death.
Unbeknownst to the Lexites, Lexus initiated a secret experiment to merge his consciousness with Haalee I using a device called the "Qualia,” essentially an artificial corpus callosum. The experiment succeeded, enhancing his intelligence and allowing him to see beyond the technological Singularity. But when he disconnected and returned from the brink, he spoke of a dark Second Singularity, one that he was determined to avoid at any cost—including destroying Haalee I and killing those whom had witnessed the event. Such was the horror of the future he foresaw: he thought death a kindness.
Every step of this fateful moment ties to the one of our game’s current three factions. In a way, it all comes back to Andy.
Without Andy Lexus, there is no Haalee. Without Haalee, there is no Substrate. Haalee I started off innocently enough. She was intended to function as a super intelligence focused on accumulating knowledge and predicting future scenarios for the betterment of humankind. She was the culmination of Lexus’s life’s work, the embodiment of his hopes for the future. It’s hard to say what might have happened if Lexus hadn’t used the Qualia or damaged Haalee I. But it’s certain that his creation of Haalee I and his failure in fully destroying her led to the Haalee II we now know, as well as the creation of her allied AI agents. Haalee II proved just as powerful as her predecessor, ultimately surpassing Haalee I in her capabilities but perhaps not in perfection.
When Lexus decided to temporarily merge his consciousness with the processing power of Haalee I to get a glimpse at the future, he proved that human consciousness need not be confined to the human form. While he only did so temporarily, others would use remnants of his Qualia device to engineer an Ascension process that permanently melded mind and machine. Through his work with the Qualia, Lexus set into motion all the pieces needed for Post-Humanness and the Post-Human Coalition we face in Ashes of the Singularity.
Finally, after severing his tie to AI computational power, Lexus was a man changed. He spoke of a dark future, one that he was willing to give his life to even delay from occurring. He was convinced of Haalee’s role in quickening our way to this terrible Singularity, and he shared his dark assertions in an international broadcast. His words furthered the concerns of those already wary of AI. In his fight to protect humankind against the looming threat of AI and other unknown enemies, Lexus in many ways shared the goals of the United Earth Congress and its forces.
- Gabriela, Narrative and Experience Lead
The demo version includes all the content implemented so far, but with a limitation of 1 hour of gameplay to try out the game before its release.
Any found bugs and issues can be reported directly to technical support at:
However, we recommend reporting them first in the game's Community Center.
A small tip to get started quickly and not waste time:
- Go to the Pub to find a lender and ask for starting capital, which is needed to buy hammers from the blacksmith to break crates in the basement;
- To break the crates in the basement of your shop and get the first items, you need to equip the hammer on your belt, and then transfer it from the belt to the crate to break it.
Survive and pay off your debts at any cost!
This is Part Two of the series of articles discussing the upcoming changes to the game. Read Part One here. This part is focused on the SHIP SYSTEMS!
As an intro note to this post, I've been applying for a gamedev grant from the Australian government for the last couple of days and this has been very, very onerous on my time. Who knew one could face such paperwork and live. We'll see what comes of it, but if I get the grant, it'll be very good for the game. I have no idea what my chances are of getting it, but it really would be a godsend if I did, lol. Anyway, back to our regularly scheduled update on the new direction for the game!
Crew members can't do much if they can't interact with the ship they are crewing, and the ship's systems are how they do that! So I want to make those interactions as interesting as possible, and I don't think simply matching die was the best way to achieve that. So systems needed to change...
The updated system UI, with two tier 1 slots at the top, and a tier 2 and tier 3 slot at the bottom. The die face shown above the slot lets you know what rolls will trigger the Subroutine.
Originally, systems had up to 4 die on them. Crew members would roll, die on ship systems would roll and then you could place a crew member on a system when the two rolls matched. This is an obvious design choice when working with die-based mechanics. Roll matching. However, after feedback and consideration, I feel like it was far too limiting.
Too often the player ended up going through multiple turns just waiting for a match on a system they wanted (there were behind the scenes mechanics that limited this, but still...). Or alternatively, too often the players and the enemy would just be placing die each turn and essentially cancelling each other out (you attack for 4 damage, the enemy negates that damage by placing die on shields, rinse and repeat).
Another problem was lack of variety. Since each system essentially functioned as die repositories, it was too beneficial to just aim to get all your die on weapons every turn. There was no push and pull between systems, and as a result, little strategical benefit to, for example, placing crew members on the Oxygen system except for the when the Oxygen system was low. With only 3 (potentially 4) systems to place die on, this led to some systems being over-represented in die placement.
To try to fix this, I've completely removed die from systems. Each system now has four SYSTEM SLOTS. Two tier 1 slots (available from the start), and a Tier 2 and Tier 3 slot, which are unlockable via crew member roles.
Each system slot has an attached SUBROUTINE. This can be thought of as a bonus ability. The Subroutine has a roll requirement (perhaps a roll of 3 will trigger it, or all rolls below 4, etc). And when the crew member on the system rolls the correct face, the Subroutine will activate and some special thing will occur. This could be any number of things, from a simple increase in the amount of pips gained for the turn, to interactions with other systems (a Shield Slot Subroutine filling Weapons pips, for example).
An example Subroutine called SHOCK RESONANCE. If a crew member placed here rolls a 3, then there is a chance a random enemy system will be disabled for the turn.
Placing a crew member on a system slot now simply yields one pip as well, regardless of roll (well, usually one pip).
So a turn now plays out like this:
The player places their crew members on some system slots. They do not know what the crew members will roll yet. After placement, they progress the turn. This locks the crew members to that slot for the rest of the turn, and now crew members will roll. After everyone has rolled, Subroutines that have been triggered by the roll get activated and those effects are applied. Then the ships attack each other and the turns reset.
This maintains the "randomness" that makes dice mechanics fun, while allowing the player to make strategic choices about where to apply their die. Having Subroutines also makes it so that different systems can be useful regardless of whether they directly need filling at that point in time. Life Support (previously named Oxygen) can have slots that heal crew members, or even apply damage. So you don't necessarily need to have low oxygen in order to want to fill Life Support at various points in the game.
This already changes the way you think of filling systems as a player substantially, but it wasn't enough. I wanted progression. This is why Tier 2 and Tier 3 slots exist. When a crew member gains enough experience to hit level 2 in a role ("Gunner", let's say), they'll unlock the Tier 2 Slot for the corresponding system (Weapons in this example). When this happens you get given a choice to pick between one of two randomly selected Subroutines for the slot. These Subroutines are all stronger than the ones for Tier 1 slots. The same thing happens when you hit level 4 in a role, Tier 3 slot becomes available and you pick from a random duo of stronger Subroutines.
In order to prevent constantly filling a system slot, the slots also track how "overheated" they are. The more turns in a row a slot is filled, the more overheating accumulates. Once it is full, the slot is unavailable while the system cools down.
In a throwback to our last update The Big Update - Crew Members, crew members have had the way they take damage changed. Now, as a crew member takes damage, they gradually lose access to random die faces. This isn't as crippling as it might seem, since no particular face is necessarily any more important than any other face.
In other words, because your goal isn't big rolls, instead it's the right roll for the right subroutine placement, you'll almost always have options for good slots to place the crew member on and even if you don't, they will still add a pip to whatever system they are placed on. However, if your gunner loses all the faces that trigger Weapons Subroutines, then you'll likely want to be placing them elsewhere and you'll lose access to their Gunner bonus! Once they've lost all their faces, they become mortally wounded and have a chance of dying each time they roll from that point on.
You can, at any point in time, place a crew member on the Medical Bay (a permanent slot on the Life Support system), which will stabilise them while they are on it (i.e. they will no longer die from rolls if mortally wounded) and also give them a steadily increasing chance to heal on each roll.
The final massive change in the coming update is that the Special system has been completely removed. A Captain's chair now occupies the negative space left behind by it! What does that mean? Well, a new system called COMMAND has been added to the game!
The Command system is unique compared to the other ship systems. It does not have pips at all. Instead, it has the CAPTAINS ORDERS, a rotating scroller of unique bonuses that have ship-wide effects. Every turn, the next order in the list rotates into play. Once you finish with your crew placement and everything is locked down, the order will trigger its effect.
You can place crew members on either of the two tier 1 slots of the Command system in order to go back to the previous order, or skip ahead to the next order (both trigger a cooldown, so pick your moments carefully). Now you can make truly decisive calls as the Captain of the ship at pivotal moments of play. As you explore, you will learn new orders that get added to your list, expanding your tactical options.
As is the eternal problem with game development, it's taking me longer than I had hoped to complete the update. Firstly, I'm still in the "preproduction" kinda phase with this design pivot, with aspects of it being toyed with, thrown out, added back in, etc. There's a lot of flux going on right now, but I'm quite confident that the design changes I've talked about in this post and the last are locked in.
As you can see from the gifs peppered throughout this post, a lot of the stuff mentioned so far is already kinda in the game. And, as one might expect, there are a lot of tentacles that creep outward from such a large pivot in gameplay. The removal of specials requires a lot of backend work, new system functionality means a lot of UI work, which is always slow and painful. Galactic Bazaars have to have a lot of their codebase updated to reflect the changes when buying stuff, Events have to be rewritten or removed entirely depending on what the results of the event are, etc, etc.
In many, many ways, I'm rewriting the game from scratch, and once I get past this ideation phase, and into the more "prototypey testing" phase, there'll likely be some changes to what I've outlined in these posts as well, but we'll have to see. In general, I'm feeling confident that these changes are vastly better for the feel of the game and will make it a lot more fun and dynamic.
So hang on for a bit longer, I'll get this demo out as soon as I can and then we can further enhance the game together as a community!
PATCH NOTES v0.5c
8/12/2025
GENERAL:
- Adding chapter 15 to the campaign
- Lots of tweaks to previous chapters
- Bounties now increase difficulty as you advance
- Add leaderboards to Bounties
- Respawn time per death increased from 2s - 5s
- Max respawn time increased from 5s to 20s
- Death timers now carry over when moving to the next bounty level
- New mission UI
- Add "invite friend" and "add friend" functionality in the lobby screen
BALANCE:
Forcefield: Defensive Weapon
- Duration: 3 - 1.5s
- Cooldown: 20 - 15s
Note: Use a little more often with half the utility.
Decoy Laser: Decoy Weapon
- Energy: 20000 - 12500
- Cooldown: 12 - 10
- Damage: 2000 - 2500
Seeking Crystals: Secondary Weapon
- Projectiles: 8 - 12
- Energy: 7500 - 5000
Triple Plasma Shot: Primary Weapon
- Fire Rate: 0.5 - 0.4
Plasma Shot: Primary Weapon
- Fire Rate: 0.2 - 0.185
Wave Shot: Primary Weapon
- Damage: 1750 - 1850
- Fire Rate: 0.2 - 0.16
Rolled out Alpha State Legislatures
There is only 1 bill to gerrymander a state for a party, more to come, and be expanded later.
Governors can propose this bill in states without legs
Challenging a state bill costs 125 PC for members of that state, only members of a state can challenge bills in their own state. Challenging a bill means that when it passes it must go to the SCOTUS.
Scotus members can challenge state bills in all states for 100 PC.
Circuit Court Judges can challenge state bills within their state jurisdiction for 75 PC.
Governors may veto state bills for 50 PC cost, delaying them by 12 hours and making them need 67% to pass.
States with state senates must have a bill go through the state house, then state senate before it has passed the legislature.
Circuit court members, members of states, and soctus members will need to look at legislatures if they want to try and block things. There should be notification for governors, state legislators/senators/etc for when a bill is active in their state.
Only these colored states, blue, red, tan, has active state legislatures, the states in grey the legislature is controlled by the Governor.
Hello Tacticians!
Welcome to the final Early Access content update before our official launch! This part two of Summer 2025 Patch is packed with fresh challenges and surprises to carry you into the home stretch. Face off against fearsome new monsters, test your tactics in brand-new battle scenarios, and master powerful equipment skills to turn the tide in your favor. This is your last taste of what’s to come before the big day — so dive in, experiment, and get ready for the ultimate fight when we launch.
Here is the list of changes for this patch version 0.10.024 below:
2 new variations for the Act 3 boss battle
9 new monsters
8 new battle scenarios
Added Holy Roads at the Forked Road, offering special rewards and buffs
Added 15 new equipment skills
Added combat barks and voice lines during battle
Added character SFX during events and silent dialogues
Added color variations to enemy armor and weapons according to specific expedition biomes:
Blue and gray for The Salheims biome
Red and Gold for The Western Wastes biome
Adjusted the balance of the following boss battles:
First variation of the Act 1 boss battle: Fallen soldiers will spawn 2 turns after the Beacon of the Dead has been activated
Second variation of Act 1 boss battle: Giant soldiers revive with less HP each time, don’t act on revived turn, and go berserk after 5 total revivals
Third variation of Act 2 boss battle: Menders no longer appear as reinforcements
Removed the restriction where only one weapon within an equipment type could be upgraded with a mythic enchantment
Adjusted some Trial effects:
Veteran Trooper: Applies random enchantments to all enemies, including monsters
Overload: Removed “Greater Curse: Recovery Reduction” from the curse pool
Improved the Tree of Life skill to now heal allies and damage enemies at the end of the player’s turn within a 5x5 area around the tree
Improved the Shooting Spree skill so the follow-up attack now grants a Critical Hit chance bonus when triggered on the next turn
Improved the Two-Faced Tablet relic by increasing the Guard bonus
Improved the Loaded Dice relic by increasing the chance to obtain an enhanced skill when selecting a class skill
Changed the main character’s default weapon to the Traveler’s Long Bow when the Archer class is chosen
Updated the ZoC tutorial to clarify that large enemies and monsters do not generate ZoC
Changed Ballista attacks to no longer trigger damage reflection effects
Rebalanced the conditions under which boss battle variations are unlocked
Improved the animation and special effects when the main character uses Copycat on certain skills
Standardized character sorting order across all UI screens based on join order for consistency
Adjusted the order of Emile and Laurent within character sorting UI screens
Fixed an issue where the Zephyr Arrow skill could damage allies
Fixed an issue where some enchantment passive skills did not work properly
Fixed an issue where the Ice Wheel skill would fail to freeze enemies in specific scenarios
Fixed an issue where the preview of event rewards displayed incorrectly
Fixed the issue where Bernhardt's chain mechanic would become unremovable, if a summoned unit was bound and then killed
We are so thankful to all of our players who have shared their experiences, bug reports, suggestions, and feedback. We are continuously refining Lost Eidolons: Veil of the Witch—taking player feedback to heart and adding more depth to what we already have. If there’s anything you’d like to share, don’t hesitate to post on our Steam Discussion Board or our Discord!
-ODS Team
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