Here Comes The Swarm
Steam News 13 May 20267d ago

ICYMI: CableHook Games Reddit AMA

Hello Settlement Leaders! It was about time we answered your burning questions and on May 3rd that's exactly what we did. Special thanks to r/RealTimeStrategy for allowing us to host and to everyone who left us question…

Update log

Full Here Comes The Swarm update

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

Repeated intro

Hello Settlement Leaders!

Extracted changes

0 fixes0 additions7 changes0 removals
  • Events
  • Balance
  • Maps
  • Gameplay
changedIn case you missed it, here are the question and answer highlights of the event. You can also check out the full thread here: CableHook Games AMA on Reddit.
changedHey, love the game, having a blast. Wanted to ask a couple questions : What was the hardest system (eco, mouvement speed, difficulty...) to balance in Here Comes The Swarm, and why? What player behavior surprised you the most during test or after launch? A: Phena3d
changedThe most challenging with balancing is that each system is connected to each other. When making a change in the economy system to target a specific issue, such as early-game gas supply, it might influence wave difficulty as you are now able to have an army sooner.
changedWith the amount of modifiers the game offers with the Essences, Deities, Difficulties etc. there are so many tiny things that rely on each other. For us the biggest challenge is the testing of it all, with our small team. We want to make sure sure that an intended change does not turn into a whack-a-mole with issues popping somewhere else.
changedAh, also I have been getting absolutely clapped by the map rng, with wave splitting 2-3 ways. Are the any plans to introduce map biome effects? Or some more map generation variety?
changedAdding more map variety is also something we absolutely want to do later on. It is unfortunately one of the more work-intensive areas, so while we’d love to expand it, other things currently take priority for now. That said, it’s definitely something we hope to get to down the line.

It was about time we answered your burning questions and on May 3rd that's exactly what we did. Special thanks to r/RealTimeStrategy for allowing us to host and to everyone who left us questions. There were so many good ones and the team had a great time answering.

In case you missed it, here are the question and answer highlights of the event. You can also check out the full thread here: CableHook Games AMA on Reddit.

Q: Arlague

Hey, love the game, having a blast. Wanted to ask a couple questions : What was the hardest system (eco, mouvement speed, difficulty...) to balance in Here Comes The Swarm, and why? What player behavior surprised you the most during test or after launch? A: Phena3d

Hey Arlaque, nice to see you here!

The most challenging with balancing is that each system is connected to each other. When making a change in the economy system to target a specific issue, such as early-game gas supply, it might influence wave difficulty as you are now able to have an army sooner.

With the amount of modifiers the game offers with the Essences, Deities, Difficulties etc. there are so many tiny things that rely on each other. For us the biggest challenge is the testing of it all, with our small team. We want to make sure sure that an intended change does not turn into a whack-a-mole with issues popping somewhere else.

The biggest surprise is definitely the complete opposite of what players consider OP haha. Where one says a certain Essence is overpowered, somebody else calls it the worst. This counts for a lot of elements in the game. I see it as something positive that we have so many variety, but it does not make balancing any easier!

Q: Aggressive-Cat-4767

Ah, also I have been getting absolutely clapped by the map rng, with wave splitting 2-3 ways. Are the any plans to introduce map biome effects? Or some more map generation variety?

A: KoffiePatje

Reposting my comment without embedded URL to make sure it pops up right away (you might or might not see traces of that, no idea);

We’ve definitely seen the wave-splitting feedback come up more often, so that’s something that’s actively on our radar. We still need to find a solution that hits the spot, keeping the game fun and exciting at the same time, but hopefully we can figure something out soon.

Adding more map variety is also something we absolutely want to do later on. It is unfortunately one of the more work-intensive areas, so while we’d love to expand it, other things currently take priority for now. That said, it’s definitely something we hope to get to down the line.

On biome effects, that’s an interesting one. While we do already have a few elements that could be considered biome-like effects, reading this comment is already giving us ideas for more. We also have a feedback channel on our Discord, so if you have specific ideas, we’d love to see them there 🙂!

Q: wildrems

Those kind of defense/Wave RTS are my favorite kind of RTS, so thanks for making one and i really like your game the gameplay is fun and fluid. Question: Do you plan on having other units? Maybe some special unit unlock only a specific deity? Any plan for Air or water unit like Repterra?

A: DaveyBoyHoek

Thanks that is great to hear! We have enough ideas for other units, but

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Steam News / 13 May 2026

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