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Steam announcementView the game on SifterOctober 1, 2026

VISUAL REWORK UPDATE!! and more

This update gives Horizon Ring a complete makeover that hopefully turns it from lazy minimalist art to a pretty minimalist art game! Buildings, enemies, terrain, and weapon effects have new designs and animations, several weapons have new firing sounds, and enemies have had some work done to be less silly about how they find their way through your defenses. There are also a few gameplay improvements and fixes below.

A New Look

  • Buildings, enemies, and Gunships have updated designs and animations, with more detail across your base and the enemies trying to destroy it.
  • Terrain has been upgraded, including Mountains, Ravines, Unstable Ground, and the normal tiles beneath your buildings.
  • Construction icons now match the buildings you actually place.

Weapon Effects & Sounds

  • Updated weapon animations and effects, including firing, projectiles, and impacts.
  • Machine Guns, Cannons, Missiles, and Gunships have new firing sounds, with multiple variations for each weapon. Laser firing sounds have slight variation now.
  • Adjusted weapon volumes in the combat mix (basically reducing the machine gun for a 10th time now).
  • Missiles now continue to their target’s last position and explode if that target dies before they arrive, dealing their normal splash damage. No more disappearing halfway just because the targeted enemy died to something else!

Enemy Movement & Attacks

  • Enemies now weigh the distance around your defenses against breaking through them. Nearby gaps can draw enemies around your walls, while enemies farther away may decide to make their own entrance.
  • Moving crowds spread out instead of following one tightly packed line (laser turret weeps).
  • Enemies have more distinct attack animations, visible ranged shots, and closer melee positioning around buildings.
  • Attack timing now varies more between enemy types. Smaller enemies such as Runners and Broodlings attack faster, while Tanks and Bulwarks hit less often but harder. These timing changes preserve each type’s average damage.

I was hoping to skirt by never having to do "real" visuals but here we are lol. Had plenty of understandable feedback about the graphics so took a stab at it, hope you all like it! And as always, open to all feedback and suggestions, most convenient if posted in the Steam Community discussions :)

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.