Laser turrets now have unlimited range, but their extreme power draw causes each laser's damage to be reduced based on the total number of lasers that are shooting at the same time. Total damage will always increase with more lasers shooting, but there are greatly diminishing returns after ~10 or so. Also, their hp has been reduced from 40 to 30.
Blockoid Arcanus no longer instantly loses the game when its countdown completes. It now shoots a very powerful beam of energy that automatically hits your barracks (or character), dealing massive damage. This attack also now has visual and audio effects.
Thermal rifle reload time increased from 14 seconds to 20 seconds
Increased the cost of the Cloaking Field mod for non-turret blocks from 1 to 3 stars
Fixed a bug that prevented enemies from leveling up beyond level 10 in high-level survival games.
Fixed a bug where equipment and blocks were locked for PC players or players with the Sandbox Badge (mobile) when creating player missions
Increased font sizes on Steam Deck and other devices with lower resolutions
Nearly all turrets and enemies no longer damage natural blocks (grass, dirt, etc.)
You can now remove entire trees and rock formations using one action
You can now set the player auto-attack option separately on PC and mobile devices
Nuke explosions no longer flash if screen flashes are turned off in the options
Localized text that has been added since release
Major optimizations when rendering groups of similarly-typed enemy models
Other general purpose optimization
Fixed some display bugs on mobile devices when choosing global mods (for PC-linked accounts only)
Fixed a bug where turret range mods would sometimes not give the correct range boost after being upgraded
Fixed a bug where sometimes troops wouldn't spawn when added from a mod
Fixed a bug where sometimes the controls wouldn't show up correctly when adding or editing a commander action in sandbox and mission sandbox modes
Fixed a bug where some sounds would continue to play when the game was paused
Fixed a bug where the Blockverse progress was showing incorrectly
We’re getting closer to version 1.5.0! This week, I’m showing you a small but important change to the troop cards… and the complete rebalance of the hottest realm in Ocelis, Canicula.
Until now, troop cards had a fairly basic design, and even caused some visual issues with certain units — especially the Emaciated, which would almost disappear into the background.
They’ve now been redesigned to be clearer, more visually appealing, and to avoid these problems.

As you can see, this update applies to both troop cards and profession cards.
Canicula has also been fully reworked. Just like Estesa, Nevura, and the other realms, all maps have been reviewed and adjusted to the new balance system.
And this time, no map has been spared — they’ve all received updates, whether in paths, defenses, or both.

The new routes are designed to encourage a wider range of strategies, pushing players to carefully consider which troops to deploy based on their strengths and weaknesses.
With this, six realms have now been fully updated to the new system. Only one remains before the release of version 1.5.0, which —as you already know— is set for July 18, coinciding with the anniversary of Countless Army.
See you very soon with the final updates before the big day!
Hello everyone.
Fixing a few issues hot on the heels of the beta update.
Fixed a bug that prevented residents from buying nectar.
Fixed a bug where pigs would wander outside the pig farm.
Fixed the positioning of growing crops in fields.
Fixed a rare issue where lumberjacks would get stuck in their building and not go out to chop trees.
Fixed a bug where the popup explaining free building mechanics wouldn't close after clicking OK on certain screen resolutions.
Fixed a bug that prevented rotating buildings during relocation.
It's no longer possible to change the building variant when relocating an old building.
Fixed a crash when placing a mill.
Your imagination might just be the next popular companion!
If you have a “super unique” pet idea swirling in your mind, drop a comment under this announcement!
Whether it’s cute, cool, quirky, or mysterious… as long as you think it deserves a place in our world, share it with us!
Feel free to unleash your creativity in the comments section!
Note: We really will take the time to read every comment! But please understand that it’s random, so we can't guarantee it will appear… But who knows? Maybe one day it will hop into the game, full of life!

The following items can be obtained in the Paintball Gun Update:
New Bundle: Let your colors fly with the Firework Bundle, which contains 1000 bananas, 500 rubies, a firework rocket doo, and a firework hat.

Colorful Cosmetics: Spruce up your style with the paintball helmet and paintball mask accessories.
Vibrant Gear: Lock and load with the new paintball gun, paintball ammo, and paintball belt.

Show off your colors in Monkey Doo now!
Fixed some bugs and improved stability including the issue of a black screen when opening the cams
Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features!
We hope you enjoy this final major update and can’t wait to hear your feedback!
https://store.steampowered.com/app/1989070/Synergy/
+10 temperature on whole map in hard mode
Plants die faster in Resilience mode (slower in Harmony mode)
Plants give less ressources in Resilience Mode and more in Harmony mode
Removed random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode
Refresh city score when changing difficulty
Adding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module)
-20% asked resources on Harmony mode
+20% asked resources on Resilience mode
Adding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump)
-20% on Harmony mode
+20% on Resilience mode
Also added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)
9 news city events :
Down by the River
Malnourished
Get Cooking!
Split
Decentralizing
Research Proposals
Sharing is Caring
Motivation
Gathering of the Sages
Satisfaction events’ system adjusted to prevent starting a new event just after completing one
New option to change input inventories’ capacity for production modules
Clicking on an objective that asks to unlock a research opens the research screen with it selected
Add Icons in quest objectives for the following items:
Needed resources now have their affiliated icon before the resource’s name (material and immaterial)
Tablet now have a tablet icon before the “Tablet” word
Satisfaction threshold have the related satisfaction icon before the satisfaction names
Orders (harvest and analysis) now have the related icon before the order’s name
Needed research now have a generalist research icon before the research’s name
Added a reward to the completing of Step 01 in the Anchorage 01 (Merciless Skies)
+4 adults & +3 child
Reduced temperature needed for Volcanic Tree to not poison on harvest from 100° to 90°
Changed the Volcanic Tree temperature condition to not poison on harvest so it cancels the sickness application even if only one cell is 90° or above
Removed a citizen reward that was doubled in two exploration event related to the "Warning" step of scenario Merciless Skies of the Anchorage campaign
Increased range of the Carpet building from “5x5x5x5” to “6x6x6x6” to match with the Table building range
Modified Construction cost of the ArtWorkshop and the MusicWorkshop to replace bricks by composite
Art Workshop from “30 Brick” to “20 Composite”
Music Workshop from “50 Brick” to “30 Composite”
The citizen reward in exploration is now based on game time progression
Added a recipe allowing production of Boreal Rock in the Sand Factory
“5 Protection” + “20 Water” give “80 Boreal Rock”
Also add an alternative recipe with Toxic Water instead of Clean Water (unlockable with the “Green Water” research)
Changed spread of Cotton Sprout and Water Gourd
Reduced Cotton Sprout max cluster size
Cotton Sprout spread time increased from 10 to 15 days
Water Gourd apparition time increased from 20 to 25 days
Modified scenario Merciless Skies of the Anchorage campaign so there is more spot to place Irrigation Pump near spawn
Modified scenario Beacon in the Sand of the Anchorage campaign
Reduced Salt Drop Trees and Diluvian Bush cluster size
Moved some Water Gourd cluster near the Rocky Fig to protect them during the first dry season
Sand Extractor now have an efficiency modifier depending on mineral terrain property (the more mineral the more efficient the building is)
Sand Extractor also reducing mineral in is range by 6 (excluding core cell)
Removed the placement quantity limitation for the Sand Extractor (was previously capped at 3 buildings on the map)
Increased production time of the sand recipe in Sand Extractor to match with the new bonus depending on mineral level from “20 days” to “25 days”
Improved the satisfaction to reach in the tutorial to make it clearer about satisfactions threshold, satisfaction bonus tiers and satisfactions tags
Modification to support map start :
added 3 Child to every map at the start
balanced starting stocks resources to fit properly (on all difficulties) : +5 Bark, +20 Clean Water, +20 Sour Pods & +20 Vegetables
New states added to Bamboo Flute, Cotton Sprouts & Lava Bulbs
The modifier tooltip of “Water Need” depending of soil properties is now responsive to terrain properties chosen for the building
Adding a "TextColor" field on the TerrainProperty class
For those who actively contribute during Synergy's Early Access — through the demo, bug reports, suggestions, answering other players and/or sharing advice — we thank you directly in the game credits.
Placing a building will now display its entry point to help place a building correctly
Added access to the Book of Knowledge from the resource monitoring panel, that filters automatically on the selected resource
Added warning icon and tooltip text when a plant is dying in its UI
Dead plant only display its health state if it can revive in plant panel
Added precision in tooltip for varying range modifier module where resources used depends on housing modules in range
Each tooltip of each satisfaction of a housing now displays all the bonuses applied to it and which buildings are participating
Rectangle ranges are now shown as "width x length"
Exploration zone pins now display a quest icon if an objective is asking the player to explore it
Sort resource trades by result in Bartering Outpost
Splitted toxic plant condition in multiple condition for better feedback
Added animation when a resource trade is performed
Added new feedback on production buildings indicating when its production is stopped because of the weather
Adjustment on analysis tooltip’s text for some plants that were referring to specific soil property thresholds. tooltips now specify more precisely the cornered threshold value
Modifying text display on world space feedback for production building that are stopped during dry season
New description in the tooltip of spheric forum and experimental labs to explain that they increase the citizen capacity of the Hall of wise and the Research center respectively
Fixed a bug where plant were not dying when being sick during a long time
Fixed a bug where sage lung needs conditions being sometimes checked in plant panel while not active
Sage Lung texts changed + Value Type set to High for needs (still not enough to fix all issues)
Fixed a bug where plants would spawn dead
Fixed a bug where road on irrigation canal destruction only giving back one boreal rock
It is now not possible to select road or canal worksite
Fixed heatmap legend of house satisfactions (previously range from 0 to 30 instead of 0% to 100%)
Fixed research unlock description for harvest task
Fixed negative temperature in houses or production building when temperature resistance exceeds exterior temperature
Fixed a bug where building with 4 orientations stay at the same orientation when moving it
Fixed dropped resources hover info and feedbacks order
Fixed hover sometimes not showing resource name
Fixed a bug where it was not possible to zoom or click behind order pins
Fixed a bug where the heatmap of plantation mode was not correctly take into account invasive plants conditions to display 0% satisfaction
The tooltips are now hidden when moving camera
Fixed start button text replaced by “continue” before showing loading screen when starting a new game from main menu
Fixed texts with white squares on tooltips in smaller ui scale values
Fixed a bug where the mouse cursor could stay in “move mode” in the main menu
Citizens will now go heal in closest available infirmary instead of first built one
Fixed plants in wrong state when loading a game while being in a paused game
Various fixes on roads and canals placement :
Fixed roads on canals conditions to prevent misplaced road on canal in front of a pump
Allow to build road on canal right next to a pump
Fixed invalid tiles when placing roads or canals
Fixed main menu background size for certain resolutions
Fixed camera snap when moving camera with keys while mouse button is pressed
Fixed "have 6 maxed districts" achievement activating with founders place
Fixed some cases where research module selected panel had misplaced bar cursor
Fixed plant tooltip tags text when it needs two lines
Fixed unable to correctly use saves when game folder is read only
Fixed district upgrade button’s text appearing on two lines in japanese
Fixed housing feedbacks appearing too early during the tutorial, before citizens were able to live in houses
Adapting the tooltip for soil property dependent production modifier. Now gets correctly fed with the progression value depending on the property and the property unit symbol.
Fixed Cactus Shrub not showing conditional resources on shell order
Fixed city event consequence to lose or gain citizens not correctly displayed
Preventing expedition to being wiped when a quest destination has been crossed in exploration to avoid behind block in an objective
Deleting macro save won't delete all autosaves anymore
Fixed citizen shadowing on sand factory
Fixed graphical issues on hall of wise
Fixed Spiketree outline
Slightly adjusted highlight effect on elements while canceling an order to match the highlight color while painting an order
Fixed a bug where it was not possible to build roads on environment decorations props
Fixed a bug where the ranges were wrongly flipped if a range bonus was activated (with a district bonus for example)
Cleaning and optimising (reduce unused textures, clean highlight, optimize shaders, …) on buildings (Mineral Enhancer, Greenhouse, Cooling Machine & Foundry)
Trees new sprites added
Sunshade tree
Hatted tree
Bunch tree
Spike tree
Improved shadow on various plants
Disabled incompatible option "limit mouse in game area" on MacOS