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Steam News12 February 20264mo ago

Patch [2637] - Crash Resistance, System Optimisations, new Main Menu

Luke here, I'm pushing out a general optimization and crash resolution patch for ATS. We are still working to increase ATS's "heavy-load crash resistance". Casual campaign gameplay should (I hope) no longer crash.

Full notes

Full Annihilate The Spance update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition7 changes1 removal
  • Performance
  • UI and audio
  • Gameplay
changedLuke here, I'm pushing out a general optimization and crash resolution patch for ATS.
changedWe are still working to increase ATS's "heavy-load crash resistance".
removedCasual campaign gameplay should (I hope) no longer crash. Or at least take 8x longer to crash.
changedGameplay under very heavy load (huge volumes of units) should take 8x longer to crash.
changedLarge amount of work across the project to reduce the generation of (this is technical) junk transitional archetypes during prefab>entity conversion, unit setup, damage application, health processing, hud operations, entity-entity messaging, and various other systems.
changedUpdated Unity to 6000.3.8f1

Annihilate The Spance changes

changedLuke here, I'm pushing out a general optimization and crash resolution patch for ATS.
changedWe are still working to increase ATS's "heavy-load crash resistance".
removedCasual campaign gameplay should (I hope) no longer crash. Or at least take 8x longer to crash.
changedGameplay under very heavy load (huge volumes of units) should take 8x longer to crash.
changedLarge amount of work across the project to reduce the generation of (this is technical) junk transitional archetypes during prefab>entity conversion, unit setup, damage application, health processing, hud operations, entity-entity messaging, and various other systems.

Luke here, I'm pushing out a general optimization and crash resolution patch for ATS.

We are still working to increase ATS's "heavy-load crash resistance".

Casual campaign gameplay should (I hope) no longer crash. Or at least take 8x longer to crash.

Gameplay under very heavy load (huge volumes of units) should take 8x longer to crash.

The game should run a bit faster also.

  • Large amount of work across the project to reduce the generation of (this is technical) junk transitional archetypes during prefab>entity conversion, unit setup, damage application, health processing, hud operations, entity-entity messaging, and various other systems.

  • Updated Unity to 6000.3.8f1

  • ECS updated to 1.4.4, modded for 64MB allocator budget.

  • New main menu scene. (sub_bg_mainMenu, for the level editors out there)

  • Old main menu is now (sub_bg_greenGiant)

As mentioned in past posts, the recurrent crashes that people experience are mostly down to 3-year-old code and limitations in the Unity ECS systems. Aleks and I have hopefully improved the situation.

Source

Steam News / 12 February 2026

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