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Steam News · 3d
Dev blogWhy hello there. This blog I'm going to talk about a sort of a loose roadmap for the game.First, current state. The game is in a very stable state right now. All known bugs squished, all QOL requests implemented and difficulty should be pretty well balanced. If you disagree any of the above, please drop a comment! It is possible I may have missed some comments or forgot about others!Given ...
Steam News · Oct 9
0.5.5 patch notes:* Swift movers are now slightly faster than before* Bloodroses now have an arc range so that they can better cover corners* Doubled all bloodflies hp* Snatchers and drones are now resistant against energy attacks* Added a temporary slow HP regeneration to all Swarm units. This is because drones weren't designed to repair units. In the future, this will be replaced with creep rege...
Steam News · Sep 25
0.5.4 patch notes:* Item and building tooltips now show related genetic code improvements, like extra damage or speed increases.* Added more info to various entity tooltips. Fireflies and acflies now show charging rate, grabbers and snatchers show how much they can carry,buildings that can have snatchers now show their reach, genetics chambers show current sequencing speed* Destroying a trail with...
Steam News · Sep 24
Dev blogHello hello, it has been a while. Just a little over a month ago the game released in EA and it has been super busy since then. The increase in amount of bug reports and suggestions on how to improve the game as it gets a rush of players never ceases to amaze me. As a solo dev, you can plan and scheme and design and ship features, and then even test them with a small amount of playtesters ...
Steam News · Sep 17
0.5.3 patch notes:* Workers have extra info in their tooltip. Tooltip will now show the status of the worker (Idle, Working, Charging etc), as well as which station and bay it may be assigned to.* You are now able to place non blocking obstacles like trails even if there's a ground unit (or the player) in the way.* Added extra yellow arrows in the second level of the tutorial to help with the firs...
Steam News · Sep 13
0.5.2 patch notes:* Fixed the Swarm sometimes attacking itself.* Resource clusters on the map now show total amount of resources.* Worker bays now distribute workers to the workstation with the lowest amount of workers so that workers are distributed more evenly instead of stacking up one workstation at a time.* Dragging on the map with the mouse and WASD should now feel smoother at all zoom level...
Steam News · Sep 6
0.5.1 patch notes:* Assembly loading is now supported for mods. This means you can write your own code. Check the modding channel on Discord for steps to do so.* Fixed issue where blobbers wouldn't shoot at enemies when they're offscreen.* Fixed issue where blobbers were too slow to react to incoming bad guys by adding a rage mode. Its animation speed becomes 4x faster when an enemy is spotted.* I...
Steam News · Sep 3
0.5.0 Patch Notes:* Completely reworked the tutorial. Tutorial is now divided into 4 levels, each explaining one or two core mechanics of the game. EXISTING TUTORIAL SAVES WILL NO LONGER WORK. More info below the patch notes. * Fixed an issue related to manually crafting items with x2 intermediary ingredients* Rebalanced some mid to late game recipes and techs. * Green DNA yields 2 instead of 1 * ...
Steam News · Aug 23
0.4.20 Patch Notes:* Fixed an issue where modules could result in weird behavior when replaced with other modules directly.* Fixed an issue where with enough random clicking you were able to mess up module stacks where they would eventually end up stacking as 1 instead of 5.* Fixed an exception caused by a null localization string.* Fixed an exception that happened when trying to deselect a no lon...
Steam News · Aug 23
0.4.19 Patch Notes:* Fixed crash that happens when researching a genetic code in the main game then quit and try to do tutorial* Trail buffers now retain references to movers. They now have a max capacity of 100. If your path exceeds 100 tiles, you can always add more trail buffers on the path (or adjacent) and movers should fill up the rest of the path. This removes the need of worker bays in the...
Steam News · Aug 21
With yesterday's release, I thought now would be a good time to write about what the next steps are for Swarmdustry. This is not a roadmap, this is just a list of a few critical next steps. First of all, thank you to everyone who has tried out the game so far! Thank you streamers as well, watching you guys play the game gave me a lot of good feedback.Three things are very clear right now: 1. The m...
Steam News · Aug 20
The Hive is ready to spread... Will you help it reclaim what it has lost?The wait is finally over! Swarmdustry is now out in Early Access!Thank you everyone for showing interest and supporting this solo project that I started over 2 years ago. You guys are truly amazing, and it feels very rewarding to see the response the game has received so far!I'm really proud of how far the Swarm has come, but...
Steam News · Aug 18
0.4.18 Patch Notes:* Popup now appears when switching languages telling the player in the selected language that the game needs to be restarted for changes to take effect.* Genetic tree is now zoomable.* Pressing Q or selecting an item from quickbar now exits tab mode.* Fixed issue where snatchers would load a forge's fuel inventory even if it had plenty of fuel but no coal in input slot.
Steam News · Jul 27
Today I want to talk about the shiny new official Swarmdustry wiki, henceforth to be referred to as the Swarmpedia. (Picture is zoomed out so more stuff can fit in the screenshot)Link: wiki.swarmdustry.comAs the game is approaching the Early Access release date, I thought having a centralized knowledge repository about the game is an important thing. I know for myself when I play similar games, I ...
Steam News · Jul 23
0.4.17 Patch Notes:* Added a button to link to the Swarmpedia (wiki) in the main menu.* Fixed some issues related to the full game.
Steam News · Jul 15
0.4.16 Patch Notes:* Snatchers will now lose any item they're holding when they're reassigned to a different building. This is to prevent poluting your logistics.* Fixed issue where sometimes projectiles wouldn't despawn on impact.* Damage dealt by an entity is now always at least 1 instead of 0. * Worker bay's first dropdown text font size fixed.* Strong and tough feastlings now appear in interme...