Antimatter
Steam News 29 November 20255mo ago

Demo III ends - Roadmap to Demo IV

This cycle has ended. Thank you to all the testers who reported bugs and shared suggestions to help improve the game. The next version will be released within two months. Here is a roadmap of the new features planned fo…

Update log

Full Antimatter update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes4 additions2 changes0 removals
  • Gameplay
  • UI and audio
  • Balance
addedThe next version will be released within two months . Here is a roadmap of the new features planned for Demo IV .
addedNew ScenarioThe current, very basic scenario will be replaced by a larger and more dynamic playground that showcases more of what Antimatter is meant to be: a 4X. As usual, additional tutorial missions will be added, and the existing ones will be polished to help you discover the game’s mechanics. A conceptual sketch of the next scenario.
addedHyperdriveIf you have played the game, you have probably already noticed how a star’s gravity well affects hyperdrive efficiency; hyperspace travel becomes significantly less effective as you approach a massive star. I will be adding a new type of drive designed specifically for long-distance interstellar travel. It offers a much higher nominal acceleration, but it is also far more vulnerable to the effects of gravity wells. You will need to choose carefully when selecting the drive of a spacecraft: should it excel at defensive quick-response roles and efficient local trade, or should it prioritise long-range force projection and extended trade routes? It took almost a month to reach Alpha Centauri.
changedCarriers and AI OrdersI will also conduct a general UI pass to enable, organise, and improve as many AI command features as possible. The goal is to make control feel as smooth as in a classic RTS, while preserving the complexity of the game, a delicate task.
changedTaxes & Basic Dynamic DiplomacyMost corporations in Sol and Alpha Centauri operate under the authority of the SAE. They pay a share of their income, but otherwise have free rein in their commercial activities. However, this arrangement may change if the perceived balance of power in the region shifts toward another faction. Flarfir pays a form of tax here depicted as a "tribute"
addedTaxes & Basic Dynamic DiplomacySince the economy accurately tracks value added across all industries, I will also introduce a value-added tax. This provides a far more efficient and reliable method of taxation than profit tax, which it will replace.

This cycle has ended. Thank you to all the testers who reported bugs and shared suggestions to help improve the game.

The next version will be released within two months. Here is a roadmap of the new features planned for Demo IV.

New Starting Options

In the next version, you will be able to customise your start: choose your starting spaceship and its loadout, set your initial funds (or debt), define your influence and rank within your organisation, and force up to four captains to volunteer with your shenanigans. Work in Progress

New Scenario

The current, very basic scenario will be replaced by a larger and more dynamic playground that showcases more of what Antimatter is meant to be: a 4X. As usual, additional tutorial missions will be added, and the existing ones will be polished to help you discover the game’s mechanics. A conceptual sketch of the next scenario.

Hyperdrive

If you have played the game, you have probably already noticed how a star’s gravity well affects hyperdrive efficiency; hyperspace travel becomes significantly less effective as you approach a massive star. I will be adding a new type of drive designed specifically for long-distance interstellar travel. It offers a much higher nominal acceleration, but it is also far more vulnerable to the effects of gravity wells. You will need to choose carefully when selecting the drive of a spacecraft: should it excel at defensive quick-response roles and efficient local trade, or should it prioritise long-range force projection and extended trade routes? It took almost a month to reach Alpha Centauri.

Carriers and AI Orders

The hyperdrive changes and interstellar travel will make carriers and parasite-craft management a priority for revision, as these vessels will become valuable assets for any expeditionary force.

I will also conduct a general UI pass to enable, organise, and improve as many AI command features as possible. The goal is to make control feel as smooth as in a classic RTS, while preserving the complexity of the game, a delicate task.

Organization AI and System Control

With two major factions at war, I will be putting the strategic AI and theatre system to the test. I will also work on improving the visualisation of territorial control and providing clearer feedback on your faction’s AI decisions.

Taxes & Basic Dynamic Diplomacy

Most corporations in Sol and Alpha Centauri operate under the authority of the SAE. They pay a share of their income, but otherwise have free rein in their commercial activities. However, this arrangement may change if the perceived balance of power in the region shifts toward another faction. Flarfir pays a form of tax here depicted as a "tribute"

Since the economy accurately tracks value added across all industries, I will also introduce a value-added tax. This provides a far more efficient and reliable method of taxation than profit tax, which it will replace.

Debugging and Program Architecture

Last, but certainly not least, I will focus on debugging. I also expect this development cycle to be primarily centred on further improving the program architecture rather than the features described above. I anticipate completing this architecture overhaul within three to four months, which will in turn free up more time to work on the fun content to you.

Source

Steam News / 29 November 2025

Open original