HomeGamesUpdatesPricingMethodology
Steam News24 April 20262mo ago

đź”” PROLOGUE UPDATE: CITIZEN FIELD REPORTS ADDRESSED đź””

Citizens, this update contains several important changes driven by your valuable field reports. This is proof that the State of Auroria is built by its people and for its people.

In this update13

Full notes

Full Pax Autocratica: Prologue update

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

What changed

0 fixes18 additions41 changes7 removals
  • Gameplay
  • Balance
  • UI and audio
  • Maps
  • Fixes
  • Performance
changedCitizens, this update contains several important changes driven by your valuable field reports.Please review the following improvements and fixes below with pride:
addedKEY UPDATES · COMBATAdded weapon-specific Core Fragments for the Nebula Pistol, Nebula Assault Rifle, Gratov Quantum Longbow, and Defensive Shotgun. These are special Core Fragments used to modify weapon behavior.
addedKEY UPDATES · COMBATEnemies can now drop temporary health orbs on death. Picking them up before they disappear restores a small amount of health.
changedKEY UPDATES · COMBATGrenade charges now replenish over time. We’ve also improved hit detection and reworked most of the grenade-related Core Fragments.
changedKEY UPDATES · COMBATImproved weapon handling and overall combat feel.
changedKEY UPDATES · EXPEDITIONSStarmap progression has been reworked. Each star sector now requires three expeditions to complete, with difficulty increasing across the three runs and a different final battle at the end of each. In the Demo/Prologue, the first expedition is available, and its final battle is now the Elysian Oasis Final Battle.

Pax Autocratica: Prologue changes

changedPlease review the following improvements and fixes below with pride:
addedAdded weapon-specific Core Fragments for the Nebula Pistol, Nebula Assault Rifle, Gratov Quantum Longbow, and Defensive Shotgun. These are special Core Fragments used to modify weapon behavior.
addedEnemies can now drop temporary health orbs on death. Picking them up before they disappear restores a small amount of health.
changedGrenade charges now replenish over time. We’ve also improved hit detection and reworked most of the grenade-related Core Fragments.
changedImproved weapon handling and overall combat feel.

Citizens, this update contains several important changes driven by your valuable field reports.

This is proof that the State of Auroria is built by its people and for its people.

Please review the following improvements and fixes below with pride:

[KEY UPDATES · COMBAT]

  • Added weapon-specific Core Fragments for the Nebula Pistol, Nebula Assault Rifle, Gratov Quantum Longbow, and Defensive Shotgun. These are special Core Fragments used to modify weapon behavior.

  • Enemies can now drop temporary health orbs on death. Picking them up before they disappear restores a small amount of health.

  • Grenade charges now replenish over time. We’ve also improved hit detection and reworked most of the grenade-related Core Fragments.

  • Improved weapon handling and overall combat feel.

[KEY UPDATES · EXPEDITIONS]

  • Starmap progression has been reworked. Each star sector now requires three expeditions to complete, with difficulty increasing across the three runs and a different final battle at the end of each. In the Demo/Prologue, the first expedition is available, and its final battle is now the Elysian Oasis Final Battle.

  • Battle intensity now upgrades automatically from white to yellow at 30% Expedition Progress, and from yellow to red at 60% Expedition Progress.

  • Yellow and red battles now drop two Core Fragments and also advance Unification Progress faster, reducing the time needed to complete an expedition.

[KEY UPDATES · BASE]

  • Soldiers now behave more realistically. Added two new traitspropaganda susceptibility and fear tolerance, new status indicators to reflect their condition (such as Hopeful, Traumatized, and Worried), and a new Social Ripple system that allows certain actions to affect nearby soldiers and even the entire base.
  • The prisoner conversion system has been completely reworked

    • New interrogation mechanic: you can choose indoctrination or electrocution to wear down prisoners’ will and control their thinking before turning them to your side. Be warned, electrocution is risky, and some prisoners may not survive it, while survivors may get traumatized.

    • Re-Education: dissidents who strike, protest, or question the State can now be re-educated to eliminate dissent, restore loyalty, and keep the base running smoothly.

  • The soldier management interface now supports global adjustment of soldier daily pay ratios and more sorting options, making management more flexible.

  • Based on player feedback, we’ve made several improvements to make base building and management more comfortable and convenient: added corner stairs and tall corner stairs, improved building snapping, added a platform to the extraction shuttle and the ability to relocate it, flattened the base terrain, added assignment locking for soldiers already placed on jobs, and added a standby assignment for soldiers.

  • Soldiers will now salute or kneel based on their Loyalty and Fear (Some citizens reported discomfort standing below their subordinates. This issue has been resolved).

  • Base loading speed has been significantly improved (~80% faster), with additional loading optimizations still in progress.

  • Gallows are now available.

[KEY UPDATES · STORY / TUTORIAL]

  • The main story has been significantly reworked to improve on its quality and deepen immersion. Voice acting is currently in progress.

  • Early-game onboarding and tutorial guidance have been comprehensively improved.

[NEW · EXPEDITIONS]

  • Star sector events now display the resources they can reward.

  • Added multiple new basic materials.

[NEW · BASE]

  • Added a new Oversight Unit robot that provides targeted advice to the Leader based on base development progress and unlocks related side missions.

  • Added a takeoff departure animation for the shuttle ship when leaving on an expedition.

  • Units that remain in unstable states for too long may now flee the base.

  • Removed the resource cost for treatment in the Clinic.

  • Soldiers no longer carry food packs. Food is now eaten immediately in the Food Hall.

  • Building blueprints now show the current placement limit for that structure.

  • The game now automatically shows how many pieces of equipment or items can currently be crafted based on your available materials.

[NEW · COMBAT]

  • The default weapon in the tutorial has been changed to the Nebula Assault Rifle, and weapon Core Fragments for the Laser Rifle have been added.

  • In Command Mode, nearby enemy weak points are now automatically marked, along with support targets that can be opened or picked up.

  • When your Core Fragment slots are full, opening a Core Fragment chest lets you choose Credits, health recovery, or basic materials.

  • Added new sound effects for battlefield affixes and new base ambient music.

  • The system now dynamically evaluates combat intensity and issue real-time retreat suggestions to the Leader.

  • Enemy muzzle flashes now have clearer warning effects before they fire.

  • Added range warnings and sound effects for multiple elite affixes.

  • Added countdown warnings near the end of timed battles.

  • Scourgeborn Gunners now throw a grenade on death.

[Optimizations & Adjustments · Base]

  • Improved the timing of soldier mealtimes in the base.

  • Improved material source descriptions.

  • Adjusted the starting stat distribution of newly recruited soldiers and improved work-related traits.

  • Improved idle soldier behavior.

  • Improved sorting in the housing assignment interface. Unassigned soldiers are now shown first by default.

[Optimizations & Adjustments · Combat]

  • Refined screen shake to improve combat feedback.

  • Improved objective markers in combat.

  • Improved visual effects when choosing Core Fragments.

  • Improved reward presentation on the results screen.

  • Improved the skill cooldown UI so cooldown states are clearer and easier to read in combat.

  • Improved the in-combat radar display.

  • Improved turret models.

  • Enhanced the skill effects of the Scourgeborn Ravager.

  • Improved capture chance calculations.

  • Turrets now have weak points at specific locations.

  • Improved models and animations for several Scourgeborn soldier types.

  • Greatly increased the special attack damage of the Gratov Quantum Longbow.

  • Core Fragments that strengthen soldiers no longer reduce the Leader’s own attack power.

  • Improved scene lighting and adjusted overly dark combat environments.

  • Improved allied soldier positioning and engagement logic to reduce erratic movement.

  • The Oasis final battle has been simplified: the Fortress Bunker is no longer split into three phases

  • Improved visual effects for nuclear explosions, freezing, incendiary grenades, shield recovery, fire tornadoes, ice orbs, and healing orbs.

[Optimizations & Adjustments · Balance & Progression]

  • The Leader level cap has been reduced to 40.

  • The class skill trees have been reworked. Passive skills have been temporarily removed, leaving only active skills in a common skill tree.

  • Removed base attribute points. All stats are now derived from equipped gear.

  • The Armor stat has been removed.

[Optimizations & Adjustments · Other Improvements]

  • Improved the layout of the difficulty selection screen and the descriptions for custom difficulty settings.

  • Improved controller button prompts across the HUD.

  • Added many new sound effects and improved large-battlefield combat music to further enhance immersion.

  • Improved scene boundary effects.

  • Upgraded DLSS support and improved performance.

  • Added guidance for soldier recruitment on the recruitment planet.

  • Improved the environments of multiple combat scenes and replaced ship models with higher-quality versions.

  • Improved combat scene and starmap interaction points. Some combat environments have been updated to use more planetary and spacecraft-based presentations.

  • Expanded dialogue for combat interactables to deepen world-building.

  • All active quests are now displayed on the left side of the HUD, and you can switch tracked quests at any time.

  • Improved the system chat window so new messages no longer force-scroll to the bottom while viewing history.

Important Note:

The Father thanks you for your continued service and reports from the field.

Your feedback continues to sharpen order in Auroria. More adjustments are already underway as we move toward Early Access.

Source

Steam News / 24 April 2026

Open original post

Changelog.gg summarizes and formats this update. How we read updates.