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Steam News28 May 20261mo ago

I bundled with my favorite game

Multiplayer is planned to release in August The network solution is a bit unorthodox, since the game is way too large to use any established techniques. It uses a mix of server-to-peer and peer-to-peer networking.

In this update3

Full notes

Full DSS 2: War Industry update

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

What changed

0 fixes6 additions8 changes0 removals
  • Server
  • Gameplay
  • Compatibility
  • Store
changedMultiplayer is planned to release in AugustThe network solution is a bit unorthodox, since the game is way too large to use any established techniques.
changedMultiplayer is planned to release in AugustIt uses a mix of server-to-peer and peer-to-peer networking. The player who starts the map will host the game and its bots. All other players will host their own cities and armies to minimize any feeling of lag.
changedMultiplayer is planned to release in AugustThe network is designed to handle information to be sent in a scrambled order and be pieced together by the receiver.This is so the multi-core processes are able to send information, without having to wait for a sync-up. Plus, the game doesn’t have to resend old information during packet loss.
addedMultiplayer is planned to release in AugustYou can drop in and out of the game at any time. New players will replace a fitting bot faction.
changedMultiplayer is planned to release in AugustIt uses UDP through Steam's API and doesn't rely on any external servers.
addedMultiplayer is planned to release in AugustAll the basics are complete and the beta test will start 1-2 months. I made the first prototype more than a year ago, since then the network solution was just a theory and I was afraid to hit some technical limit. Joining a game in the first version took 25 minutes, and is now optimized to only take five seconds.

DSS 2: War Industry changes

changedThe network solution is a bit unorthodox, since the game is way too large to use any established techniques.
changedIt uses a mix of server-to-peer and peer-to-peer networking. The player who starts the map will host the game and its bots. All other players will host their own cities and armies to minimize any feeling of lag.
changedThe network is designed to handle information to be sent in a scrambled order and be pieced together by the receiver.This is so the multi-core processes are able to send information, without having to wait for a sync-up. Plus, the game doesn’t have to resend old information during packet loss.
addedYou can drop in and out of the game at any time. New players will replace a fitting bot faction.
changedIt uses UDP through Steam's API and doesn't rely on any external servers.

Multiplayer is planned to release in August

The network solution is a bit unorthodox, since the game is way too large to use any established techniques.

  • It uses a mix of server-to-peer and peer-to-peer networking. The player who starts the map will host the game and its bots. All other players will host their own cities and armies to minimize any feeling of lag.

  • Players share their camera view with each other and only send updates for items in view.

  • The network is designed to handle information to be sent in a scrambled order and be pieced together by the receiver.This is so the multi-core processes are able to send information, without having to wait for a sync-up. Plus, the game doesn’t have to resend old information during packet loss.

  • You can drop in and out of the game at any time. New players will replace a fitting bot faction.

  • A theoretical limit of 64 players. I don't recommend playing more than four, but the game’s gimmick is “limitless”, so I guess I have to commit.

  • It uses UDP through Steam's API and doesn't rely on any external servers.

  • Want to play with the wife and kids? Casual game mode can be played together with advanced.

  • Zero cheat protection. Co-op only. Friends only (friends are not included). I try to be very clear on this, my biggest fear is to be review-bombed beyond repair by setting the wrong expectations.

All the basics are complete and the beta test will start 1-2 months. I made the first prototype more than a year ago, since then the network solution was just a theory and I was afraid to hit some technical limit. Joining a game in the first version took 25 minutes, and is now optimized to only take five seconds.

What joining a game looks like

View store page

Goo vs. DSS bundle

I am a hopeless addict of real-time defense games, and “From Glory To Goo” is easily the best one I have played. It is packed with content; different enemy factions, bosses, leader units and support ships - each time I play I discover something new.

I was positively shocked when Dough reached out and wanted to bundle, and to honor my favorite game I made custom art and added some Easter eggs in DSS.

I have been working on horde bosses for DSS, if/when they are complete I plan to add some extra crossover content.

Goo vs DSS

Naming a genre

As a fun side note; the Perafilozof community made an effort to name the “real-time defense” genre. Will the name stick or be forgotten like “Rouge lite”?

View store page

Full bundle artwork

Source

Steam News / 28 May 2026

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