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Steam News5 May 20261mo ago

Release Day QoL Updates

It's been a great release so far, tons of players jumping in, conquering galaxies and checking off achievements. Thanks to everyone who's grabbed the game so far, it's been a fun 24h.

Full notes

Full Galactic Overthrow update

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

What changed

1 fix6 additions6 changes0 removals
  • Gameplay
  • UI and audio
  • Maps
  • Balance
addedNew Camera ControlsCamera controls have been updated with a few new features. I've made significant changes to how the camera was handled internally, which opens the door for a lot of additional improvements. One of which is multiple zoom levels. You can still zoom in and out with the mouse wheel, and the game will seamlessly blend between a few presets (I believe 5 in total). Because of the changes, I can now add more of these if needed though it felt like 5 was a good mix of offering more visibility options without overload.
addedNew Camera ControlsAdditionally, I've added some common keyboard controls as options to control camera movement. These aren't currently configurable but there are some duplicates so you can use whatever is more comfortable for you.
changedNew Camera ControlsA, S, D, W / Arrow Keys - Now controls camera pan, and should key general sensitivity even for all zoom levels (still being tweaked a little)
changedNew Camera ControlsNumeric keys 1 through 5 - shortcuts that bring up the various action menus from the bottom left of the HUD
changedNew Camera ControlsSpace - Instantly zoom back to full map
addedUX UpdatesUI windows that have back buttons, cancel buttons, or otherwise optional actions can now be closed by clicking out of the window. This should help dismiss windows faster without having to always move to the back button. You can also press the "Esc Key" on your keyboard as a back shortcut for most of these windows as well.

It's been a great release so far, tons of players jumping in, conquering galaxies and checking off achievements. Thanks to everyone who's grabbed the game so far, it's been a fun 24h. As always, thanks as well for your reviews and feedback. I read it all, and try to find the best ways I can to incorporate as much of the feedback as possible.

This update, as well as a few of the hotfixes yesterday, includes addressing a bunch of feedback received so far.

New Camera Controls

Camera controls have been updated with a few new features. I've made significant changes to how the camera was handled internally, which opens the door for a lot of additional improvements. One of which is multiple zoom levels. You can still zoom in and out with the mouse wheel, and the game will seamlessly blend between a few presets (I believe 5 in total). Because of the changes, I can now add more of these if needed though it felt like 5 was a good mix of offering more visibility options without overload.

Additionally, I've added some common keyboard controls as options to control camera movement. These aren't currently configurable but there are some duplicates so you can use whatever is more comfortable for you.

Controls Summary:

  • A, S, D, W / Arrow Keys - Now controls camera pan, and should key general sensitivity even for all zoom levels (still being tweaked a little)

  • E / Q - Zoom in and out without using the mouse wheel

  • Numeric keys 1 through 5 - shortcuts that bring up the various action menus from the bottom left of the HUD

  • Space - Instantly zoom back to full map

UX Updates

UI windows that have back buttons, cancel buttons, or otherwise optional actions can now be closed by clicking out of the window. This should help dismiss windows faster without having to always move to the back button. You can also press the "Esc Key" on your keyboard as a back shortcut for most of these windows as well.

Fixed a bug with the UI controls where some keyboard keys were synthesizing mouse clicks (holdover bug from the shared framework with another game). This could cause some very interesting situations in the UI if you accidentally hit some keys while playing around. This ended up being the root cause for a couple bugs that were reported yesterday.

Balance and Difficulty

While this game is attempting to bridge a few genres and ideas, the largest portion of the audience interested in the game are coming from the idle game space. Because of this I've changed the "Passive Mode" game setting to default to "ON" instead of "OFF".

If you've played already, you'll still have to go into the game settings (on the faction select page) and click this to "ON" to enable it. But all new players will have this on by default. This option prevents the current implementation of hostile planets from taking over your planets on an attack timer.

The functionality hasn't changed, and if you enjoy the time pressure of this mechanic (more coming soon as well), then just make sure it's enabled in your settings and you'll have the same functionality as before. For all new players, I think this provides a better laid-back experience where you can easily step away any time without pausing, more inline with the promise of the game's detail page.

No changes to any techs or upgrades at this time, but I'm keeping an eye on where things end up through all the feedback and watching videos of play throughs. There will probably be more of a data balance update in the near future.

*Additional note on idle game features: Automation and other automation related actions / upgrades are coming soon(tm).

Game Size

Now that the camera is easier to control, and has more range, the full game board has been increased by an additional ring as well. This is around 60 new explorable hexes per generated map.

Thanks again, see you in the next update or feel free to reach out on any of the socials to get in touch.

Source

Steam News / 5 May 2026

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