
Knights and mercs, we've been on an absolute content tear in October! Why stop now? Today we're dropping the 7th new map since launch - the Containment Site - and its +14 new proc-gen combos. We've also adjusted a default preference for the toggling outlines/highlight, improved the rules and pacing for Contact Limit Breaks, and addressed a number of other story bugs reported thorugh the F10 system.
A huge thanks to everyone playing and especially all of the players who took a moment to leave a review this week
First, since you're going to be seeing a lot of updates around here, we want to share our saved game policy up front so everyone understands our commitment to your games. No saved game will ever be invalidated by an update. All new content and features will be added immediately to all saved games (with the reasonable exception of New Game options). You never have to restart if you don't want to. This is a studio commitment that we have made and kept for many years and games. We stand by it. So do not stress about the deluge of updates that is coming your way - heist on my good heisters.

Coming in hot as the 3rd new map in 30 days, we're excited to roll out a new map: the Containment Site! This large corporate site is constructed around a central research hall, some of it lowered into a pit that can make for a very dangerous firefight. Perched over top of it all is raised balcony that can make for an amazing sniper's perch if you can take it and hold it. The new Containment Site map is the 7th new map we've released since launch and is connected to 14 proc-gen objectives, and it is especially awesome for Prison Break and Assassinate VIP objective types.
This new map release brings the total proc-gen combos (map X objective) up to 380 as we continually push to add new content, new maps and new objectives that reduce the changes for players to see repeated missions.

With Update #45, we've enabled by default the option to highlight all enemies, characters and objects on the may that you can interact with a visually obvious outline. You can toggle this option through 3 states - on, on with sight cones and off - using the H key or the left stick press on a controller by default.
If you didn't know, now you know ːbrainwormː
With Update #45, we've leaned harder into the math for Contact Limit Break pacing. Once a Contact reaches 80% Influence, they join a queue to have a Limit Break. The queue is ordered by all Contacts who have 100% Influence, then 90% and finally 80%. Within each Influence set, the ordering is by how long they have had over 80% Influence, so there is a nice magnitude and then timing ordering to the queue.
The underworld is not instant, so once a Contact has the Influence, it can take some time before they make a Limit Break. Recently we added a dynamic throttling to this time to help clear out backlogs of Contacts - the more Contacts who are waiting for Limit Breaks, the faster this goes.
After looking at some recent F10s and chatting with players here on the boards, we've realized that our math didn't go deep enough. The tiers of increasing speed of Contact Limit Breaks have been given another pass to be improved for extremely high efficiency players who are piling up a constant stream of Limit Break ready Contacts, far faster than the game's old setup could cope with.
We also adjusted the display of the two different "Going into Hiding" results (the regular one and the worse one if Compromised) to show the maximum number of days in the offer instead of an attempt at guessing the rolled value.

With Update #45, we've addressed a few new F10s about different story things. We've fixed some incorrect dialog in the start of Null Deal around the legwork and delaying, and we fixed a mistake with the FSC Armor Power Play that was allowing you to get the armor even if you rejected the offer.
We also fixed a few situations with the new Shadow Site story hooks that could have caused the story not to kick off, even with the right tags for your characters. We're excited to see more teams getting into this content now, and we'll keep monitoring for other bugs. Thanks as always for your F10s!
- Added new proc-gen map "Containment Site": a hardened location or lab deep within corporate territory with an amazing overlook and a dangerous pit area which supports +14 new proc-gen combos (Heist a CPU, Steal 3 Files, Scavenger, Kill 3 Captains, Bodyguard, Siege, Battle Striker, Exfiltrate, Hardened Target, Infiltrate and Download, Assassinate, Boosted VIP, Prisoner) for Power Level 3+ teams
- Highlighting characters, enemies and all interactable objects is now default behavior (H)
- Improved pacing for Contact Limit Breaks to improve how sim handles large numbers of ready-to-go Contacts
- Improved Contact Limit Break about going into hiding to correctly show the maximum amount of days
- Fixed bug where aborting FSC Armor Power Play could result in the Service still being gained
- Fixed issues with legwork dialog in Null Deal with missing character names
Beginner Levels: Brightness increased ✔
Beginner Levels: Difficulty lowered ✔
Interaction Time: Shortened ✔
Text Translation: Issues fixed ✔
Display Bugs: Some fixed ✔
Key Position: Adjusted to a more prominent spot ✔
Adjust content and storyline of beginner levels
Add an end-of-level boss to beginner levels
Minor UI optimizations
Hi survivors !
Sorry for the long time without updates. I had lost access to the game build, and getting it back was a real nightmare.Anyway, here's a small uptade for now :
Added a button to delete the save file
Decreasing the achievement goals
Sorry if you are experienced weird bugs due to the build recovery, like wrong texts font.
Please report any bugs !
Survive, Team-up, And Never Die !


The “Crossbow Tower” which shoots faster, has been added to the game.
Just a small bug fix today!
Fixed a bug causing players to fall out of the world in the second half of Floor 1 if they closed and reopened the game.
This is a fairly substantial update, including an improved intro, many UI improvements and a lot more visibility into all the things going on in the game, like a legend for the map modes, or the display of empire cultural values.
Together with the extension to 2 years, the demo should now give you a fairly good piece of gameplay.
And it's an important step towards the full game release.
I am also adding a "testing" branch. If you want to get updates like this early, go to the properties of the game in Steam and look at "betas". You should be able to simply subscribe to the testing branch.
This update is going live on the testing branch first, because it still lacks a few translations that I need to add (for new texts). If you play in English anyway, everything should work. Otherwise, wait until the next update and everything will be localized.
Three weeks after the demo's release, we're bringing you the first scheduled update. The core additions in this version are the Ship Modification System and two types of hostile wild species.

In addition to basic module adjustments, ships now have a new enhancement method through modification.
The modification system covers four main types: Hull, Shield, Engine, and individual Weapon systems.
Modifications can provide significant performance improvements, far exceeding those from expensive module upgrades, making them a highly effective enhancement path. However, modifications come with a degree of instability:
Each modification has one or more primary enhancement effects, along with several potential secondary effects
Primary effects are guaranteed to activate (with minor numerical fluctuations)
Only one secondary effect will be randomly activated per modification attempt (Level 3 modifications will activate two secondary effects)
If you're unsatisfied with the modification results, you can repeat the process to achieve your desired outcome
Special components and materials are required for modifications. These cannot be produced through automated production lines and must be obtained by defeating pirates and hostile wild species.
Since factions don't offer modification services, players must gather materials and perform modifications on their mothership. Beyond the initial recipes, additional modification formulas are unlocked by completing prerequisite modifications.

Two non-human species now inhabit interstellar space: "μ-Mollusca" and "φ-Crystallus".
Unlike mechanical ships that rely on shields, these biological entities have weaker defenses but possess firepower far exceeding human vessels. Be mindful of this disparity when engaging them.
Most importantly, defeating μ-Mollusca yields "Bio-Gas Gel", while φ-Crystallus drop "Crystal Fragments" - both are crucial materials for various ship modifications.
Beyond the new content, this update includes various optimizations and bug fixes to existing game elements.
New Additions
Implemented Ship Modification System
Added two hostile interstellar species: μ-Mollusca and φ-Crystallus, each with unique attack patterns and attributes
Added new missions featuring hostile wild species
Added ship modification materials that drop from specific enemies
Added combat damage numbers and loot detail displays (toggleable in Settings)
Added energy supply/consumption status display in ship information interface
Added "Resupply Ammo from Mothership" function in ship storage interface (requires docking with mothership)
Added resource collection efficiency statistics display during mothership roaming
Added new help information entries
System Adjustments
Adjusted physical damage scaling coefficients for different ship sizes
Optimized high-grade rapid-fire cannon performance for better cost-effectiveness
Reduced electromagnetic cannon firepower, cooldown, and ammunition consumption by approximately 35% to balance with modification system
Reduced ion cannon firepower, cooldown, and ammunition consumption by approximately 50% to balance with modification system
Improved mission rewards: significantly increased special reward probability; Tier 1 recipes now appear in beginner mission special rewards
Adjusted enemy ship numbers in most missions to match reward content
Improved map navigation: planetary local maps can now be accessed by selecting locations with planets
Unified location marking methods between star systems and planetary local maps
Adjusted mission list display: accept buttons for other missions are disabled after accepting a mission
Enhanced "Aether Infusion" and "Aether Distillation" word effects - both now scale with ring tier
Updated spell construction interface statistics to show currently infused Aether value
Improved descriptions for various logistics pods' operational logic
Adjusted engineering drone performance impact on work efficiency
Bug Fixes
Fixed progression errors caused by skipping cutscenes too quickly
Fixed ship deployment/docking failures in specific scenarios
Fixed missing "Depart via Mothership" button in departure interface
Fixed various other errors
We appreciate all players' support and feedback, and we'll continue optimizing your gaming experience!

