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Steam News20 February 20264mo ago

Axom: Conquest Demo Patch 0.9.2

Major Changes NEW UPGRADE ALGORITHM - Every upgrade now has hidden tags that influence the appearances of future upgrades.

Full notes

Full Axom: Conquest update

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

What changed

2 fixes6 additions13 changes2 removals
  • Gameplay
  • Maps
  • Balance
  • UI and audio
  • Fixes
addedNEW UPGRADE ALGORITHM - Every upgrade now has hidden tags that influence the appearances of future upgrades. So, for example if you pick an upgrade that makes random towers appear, you will more often find another upgrade that does something whenever a tower is built. This means synergies are easier to find. However the system is capped on how much influence it can have so it only alleviates the pains of a true random system without forcing you into a certain build.
addedEach Biome now has its own gameplay modifiers meaning each run will feel slightly different per biome.
changedGameplay
removedYou can no longer find Hazard upgrades if you have no Hazards unlocked.
changedSpace Stilts - Damage and Range bonus reduced to 20% from 30%
changedBoss Tower - Fire-Rate bonus reduced to 100% from 200% (Range bonus unaltered)
Space Stilts - Damage and Range bonus30%20%Space Stilts - Damage and Range bonus decreased, nerfBoss Tower - Fire-Rate bonus200%100%Boss Tower - Fire-Rate bonus decreased, nerf

Axom: Conquest changes

addedNEW UPGRADE ALGORITHM - Every upgrade now has hidden tags that influence the appearances of future upgrades. So, for example if you pick an upgrade that makes random towers appear, you will more often find another upgrade that does something whenever a tower is built. This means synergies are easier to find. However the system is capped on how much influence it can have so it only alleviates the pains of a true random system without forcing you into a certain build.
addedEach Biome now has its own gameplay modifiers meaning each run will feel slightly different per biome.
changedGameplay
removedYou can no longer find Hazard upgrades if you have no Hazards unlocked.
changedSpace Stilts - Damage and Range bonus reduced to 20% from 30%

Major Changes

  • NEW UPGRADE ALGORITHM - Every upgrade now has hidden tags that influence the appearances of future upgrades. So, for example if you pick an upgrade that makes random towers appear, you will more often find another upgrade that does something whenever a tower is built. This means synergies are easier to find. However the system is capped on how much influence it can have so it only alleviates the pains of a true random system without forcing you into a certain build.

  • Each Biome now has its own gameplay modifiers meaning each run will feel slightly different per biome.

  • There are now several starting bonuses which are randomly selected per run. These can range from more starting walls to free upgrades.

Gameplay

  • You can no longer find Hazard upgrades if you have no Hazards unlocked.

  • Space Stilts - Damage and Range bonus reduced to 20% from 30%

  • Boss Tower - Fire-Rate bonus reduced to 100% from 200% (Range bonus unaltered)

  • Advanced Coated Barrel (Basic tower damage) - Now has 3 ranks, up from 1

  • Trader exchange rate from Refined-Metal to Centurite reduced by 33%

  • Swarmer Elite spawn rate reduced in earlier waves.

Visual

  • You can now see a preview of the Ion-Cannon's range as it is charging up.

  • Enemies now have much higher saturation to increase their visibility

  • Swarmer enemy mesh is now smaller to increase clarity when enemies are in a large swarming ball

  • M87-Bombard Platform - Attack FX updated

  • Always-on grid is now off by default (Still toggleable in options)

User Interface

  • When selecting new Structures the UI now shows the structure type and is colour coded.

  • Structures like walls and refineries are now referred to as Buildings. Structures is now the term for all Structures (Towers, Hazards and Buildings)

  • Enemy health bars are now smaller for Swarmers, but larger for elite enemies and bosses

Tutorial

  • AURA’s initial tutorial text is now more concise.

Audio

  • Overtime sound reduced volume

  • Enemy death sounds reduced volume slightly

Bug Fixes

  • The next boss type will now show correctly on the boss egg preview.

  • Fixed an issue where you could not fire the Ion-Cannon if you clicked on a cliff hole.

  • MH15-Blue-Peregrine name is now highlighted correctly.

  • MH15-Blue-Peregrine debug range box made invisible. (oops)

  • Ion Rain upgrade will no longer fire Ion-Cannon beams at Jeff (Poor Jeff)

  • Burnt Instructions - Will now remember their number of kills and target priority when Structures respawn.

Source

Steam News / 20 February 2026

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