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Steam News11 February 20264mo ago

Player Feedback Patch

This update is primarily about stability and performance. We targeted the problems that most directly damage the feel of a run: frame-time spikes in large fights, slowdowns that build up over long sessions, and hitches

Full notes

Full ORX update

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

What changed

18 fixes6 additions13 changes2 removals
  • UI and audio
  • Performance
  • Maps
  • Gameplay
  • Balance
  • Security
fixedThis update is primarily about stability and performance. We targeted the problems that most directly damage the feel of a run: frame-time spikes in large fights, slowdowns that build up over long sessions, and hitches (or freezes) during mission load/unload. The approach here was pretty basic: ship the quickest wins that are safe to integrate without destabilizing gameplay - cutting recurring costs in rendering, batching/atlasing, fog/visibility evaluation, animation overhead, and scene cleanup (costs that scale with everything on screen, from units to trees and biome textures). Alongside that work, we fixed a set of gameplay/UI/VFX issues that could stall enemies, break interactions, or confuse feedback, and we improved bug-report tooling so future fixes can be faster and more accurate. Shout out to everyone who took their time to message us their feedback!
changedPerformance / OptimizationMission render optimization (general performance pass on mission rendering).
changedPerformance / OptimizationScene unloading optimization (cleaner unload / less leftover state).
changedPerformance / OptimizationReduced rendering costs for dynamic fog recalculation.
changedPerformance / OptimizationField Observer optimized (visibility / detection system that continuously evaluates units and objects in the field).
changedPerformance / OptimizationFaster mission loading by optimizing collider recalculation for building highlights.

This update is primarily about stability and performance. We targeted the problems that most directly damage the feel of a run: frame-time spikes in large fights, slowdowns that build up over long sessions, and hitches (or freezes) during mission load/unload. The approach here was pretty basic: ship the quickest wins that are safe to integrate without destabilizing gameplay - cutting recurring costs in rendering, batching/atlasing, fog/visibility evaluation, animation overhead, and scene cleanup (costs that scale with everything on screen, from units to trees and biome textures). Alongside that work, we fixed a set of gameplay/UI/VFX issues that could stall enemies, break interactions, or confuse feedback, and we improved bug-report tooling so future fixes can be faster and more accurate. Shout out to everyone who took their time to message us their feedback!

Performance / Optimization

  • Mission render optimization (general performance pass on mission rendering).

  • Scene unloading optimization (cleaner unload / less leftover state).

  • Reduced rendering costs for dynamic fog recalculation.

  • Field Observer optimized (visibility / detection system that continuously evaluates units and objects in the field).

  • Faster mission loading by optimizing collider recalculation for building highlights.

  • Biome atlases regrouped.

  • ORX sprites regrouped into atlases (more intelligently).

  • High-res (512) biome images packed into large atlases (with correct form of compression that does not kill the quality of textures).

  • Reduced sprite overhead: stopped creating clones of sprites already loaded from an atlas.

  • Runes moved to the custom animator.

Gameplay / Logic Fixes

  • Final boss phasefixed a case where the “day” wouldn’t start when the final boss entered its aggressive stage and stepped onto the field (boss could stand idle until killed).
  • Wizdomiac totemsfixed spawning/placement so totems don’t appear outside warriors’ attack reach.
  • Wallsfixed a case where a wall could get stuck into a farm after capturing a neighboring village.
  • Tile progressionfixed cases where a village could be cleared but the tile stayed blocked/closed despite no longer being obstructed.
  • ORX targetingfixed ORX units stalling near a destroyed town center (main building) while other village town centers were still alive.
  • ORX movementfixed an issue where ORX could run “backwards” (orientation/animation).
  • Snipersfixed “strange” behavior (AI/targeting/movement pass).
  • Boreal crossbowmenfixed an issue where they didn’t damage lairs.
  • Boreal contractsfixed an exploit where contracts could be played on permanently dead ORX/warchiefs.
  • Worm interactionsFixed a bug when casting a weapon on a camp whose warriors were killed by the worm would crash the mission. Fixed a restore-blocking issue tied to the worm (restore being blocked on the wrong target).
  • Fixed incorrect behavior when Revenge and Resurrect were combined.

  • Towersremoved “cold start” behavior (towers no longer start in a delayed/disabled state).

UI / UX / Tooling

  • Added a Bug Report button that packages logs + saves and sends them.

  • HP baradded a clear “vulnerable” indication when the target is vulnerable.
  • Buildingsadded an indicator for buildings with an active ability while it’s running, including a multiplier/stack count for multiple timers; fixed ability UI showing grey/inactive while the ability still works.
  • Fixed UI rounding/formatting for very small multiplier numbers.

  • Fixed an issue where description text color didn’t update.

  • Artifactsadded dynamic attribute tooltips; adjusted tooltip bottom padding for better readability.
  • Vault upgrade UIfixed scrollbar behavior when selecting cards.
  • Fixed hover detection when dragging/hovering a card on the left side of a road/path.

  • Player Optionsadded windowed mode.
  • Medieval warriors UIadded a title text-sprite showing the warrior count.
  • Legendary reward icons updated/added (scope unclear).

  • Advisors: additional “hide/cover” behavior implemented (scope unclear).

Visual / VFX Fixes

  • Fixed broken “void edge” visuals/tiling.

  • Decoration layering passremoved “standing” decorations and moved decorations to the road level.
  • Poison VFXupdated trail + bullet visuals.
  • Targeting VFX: beam + target circle now stay on the target until the hit connects.

Source

Steam News / 11 February 2026

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