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Steam News14 June 202616d ago

Your Feedback Is Being Weaponized

First, Thank You Thank you to everyone who has purchased the game, posted feedback, reported bugs, participated in discussions, and especially to everyone who has taken the time to leave a positive review.

Full notes

Full Artificial Extinction 2 update

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

What changed

0 fixes1 addition7 changes0 removals
  • Store
  • Performance
  • Gameplay
  • Balance
  • Maps
changedFirst, Thank YouThank you to everyone who has purchased the game, posted feedback, reported bugs, participated in discussions, and especially to everyone who has taken the time to leave a positive review. As a solo developer, positive reviews genuinely mean the world to me . They help more players discover the game and greatly improve the long-term visibility and survivability of the game on Steam. I've been reading every review, discussion, and piece of feedback I can find. One message has come through loud and clear: Players don't feel they have an effective and satisfying way to deal with incoming Dropships. Fair enough.
addedIntroducing the Dropship Canceller™Steam post image Your feedback has been weaponized. I'm currently working on a new FPS weapon dedicated to destroying enemy Dropships. The Dropship Canceller™ is designed to make anti-air defense feel like a valuable and satisfying FPS side-mission rather than a frustrating chore. Planned features include:
changedIntroducing the Dropship Canceller™Fast reload speed
changedChallenging vs FrustratingAnother area I'm continuing to work on is game balance. My goal is for Artificial Extinction 2 to feel challenging, rewarding, and strategic — not frustrating. I've posted my Level 3 playthrough in several places because it's often easier to demonstrate effective strategy than explain it.
changedChallenging vs FrustratingMany of the players succeeding on higher difficulties are focusing heavily on economy growth, overlapping turret coverage, Anti-Missile defenses, and creating defensive kill zones early. One of the most common requests has been for a second Replicator Drone. For now, I'm resisting that change. The single Replicator Drone is not a technical limitation. It's a deliberate design choice. I want players to plan ahead, start building immediately, expand their economy early, and keep the Replicator Drone busy throughout the mission. A single Replicator Drone can build well over 100 structures during a level if kept working continuously. Allowing players to suddenly deploy large numbers of structures in response to a crisis would reduce the importance of strategic planning. Strategy is a core pillar of the game, and I want to preserve that.
changedThe RTS / FPS BalanceI've also received requests to significantly increase the power of FPS weapons. I understand the request, but I'm being careful. If the FPS side becomes too powerful, the game risks becoming a wave shooter with some optional base building attached. That isn't the game I'm trying to make. My vision remains:

First, Thank You

Thank you to everyone who has purchased the game, posted feedback, reported bugs, participated in discussions, and especially to everyone who has taken the time to leave a positive review. As a solo developer, positive reviews genuinely mean the world to me. They help more players discover the game and greatly improve the long-term visibility and survivability of the game on Steam. I've been reading every review, discussion, and piece of feedback I can find. One message has come through loud and clear: Players don't feel they have an effective and satisfying way to deal with incoming Dropships. Fair enough.

Introducing the Dropship Canceller™

Steam post image Your feedback has been weaponized. I'm currently working on a new FPS weapon dedicated to destroying enemy Dropships. The Dropship Canceller™ is designed to make anti-air defense feel like a valuable and satisfying FPS side-mission rather than a frustrating chore. Planned features include:

  • Air-target lock-on

  • Tracking missiles

  • Fast reload speed

  • A strong dislike of enemy aircraft

The goal is simple: See Dropship. Lock on. Fire missile. Experience closure. Destroying Dropships should feel *fun*.

Challenging vs Frustrating

Another area I'm continuing to work on is game balance. My goal is for Artificial Extinction 2 to feel challenging, rewarding, and strategic — not frustrating. I've posted my Level 3 playthrough in several places because it's often easier to demonstrate effective strategy than explain it.

Many of the players succeeding on higher difficulties are focusing heavily on economy growth, overlapping turret coverage, Anti-Missile defenses, and creating defensive kill zones early. One of the most common requests has been for a second Replicator Drone. For now, I'm resisting that change. The single Replicator Drone is not a technical limitation. It's a deliberate design choice. I want players to plan ahead, start building immediately, expand their economy early, and keep the Replicator Drone busy throughout the mission. A single Replicator Drone can build well over 100 structures during a level if kept working continuously. Allowing players to suddenly deploy large numbers of structures in response to a crisis would reduce the importance of strategic planning. Strategy is a core pillar of the game, and I want to preserve that.

The RTS / FPS Balance

I've also received requests to significantly increase the power of FPS weapons. I understand the request, but I'm being careful. If the FPS side becomes too powerful, the game risks becoming a wave shooter with some optional base building attached. That isn't the game I'm trying to make. My vision remains:

50% RTS. 50% FPS.

Build your economy. Create kill zones. Protect your defenses with Anti-Missile systems. Use your Emergency Drone. Activate Artillery. Expand away from your starting base. Use Shield and EMP Towers to shape the battlefield. Upgrade your Turrets and Replicator Drone through the Tech Tree. Then jump into the fight and support your army from the front lines. The best results come from doing both.

Moving Forward

Artificial Extinction 2 will continue receiving balance updates, quality-of-life improvements, bug fixes, and new content. I'm listening. I'm reading the feedback. And I'm committed to making the game challenging, strategic, satisfying, and most importantly, fun. Thank you again for all the support, feedback, and positive reviews. See you on the battlefield. - Chris Solo Developer

Source

Steam News / 14 June 2026

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