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UPDATE — FIRE, REVENGE AND DEFENSE GRIDS
NEW IN EVERY MODE
- Conquest combo: take 2 enemy worlds within 5 seconds and your combo ignites — every further conquest adds 5 more seconds. Every world taken during the combo catches fire along its borders, in your own colour.
- Revenge: win back a world you lost within 5 seconds and its region blazes with fire petals swirling into the planet. Every further world you win back adds 5 more seconds.
- Your fleets and missiles now part the background clouds as they fly.
- Missiles and fleets have a crisp black outline, so they read better on any background.
INFERNO (ROGUELITE)
- New card: Defense Grid. Pick a world you hold and deploy it: it shoots down enemy missiles and fleets crossing its range with burning interceptors — fire trails, fragmentation blasts.
- New card: Interceptor Rack — +12 interceptors in every grid, stacking up to 200.
- New doctrines: Extra Grid (up to 3 grids) and Grid Rounds (+12 interceptors per tier, up to 200).
- Grids are permanent: capture a grid's world and the grid fights for you.
- From sector 11 on, bots build defense grids too.
- Bots never take a colour close to any player's anymore.
- Pausing an online Inferno run now also freezes every fleet and missile in flight; resuming plays a 3-2-1 countdown.
- Archive: adding a power to the pool now costs 3,000 Data. Extra Grid: 3,000 / 6,000 Data.
- Inferno tracks now play only in Inferno, and a little louder.
HEGEMONY
- Defense grids now fire burning interceptors with fragmentation blasts — all in the grid owner's colour.
- Grid kills now always happen inside the range shown on the map.
- The leader's sky-claim effect was redone.
GENERAL
- Music at 100% is now truly full volume; the default for new players is 70%.
- F11 hides the whole HUD, chat included — for clean screenshots. (PC)
FIXES
- Capacity cards now apply correctly in online Inferno runs.
- After resuming an online Inferno run, planets no longer look like they are being hit out of nowhere.
- The resume countdown no longer gets stuck at 3.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.