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Steam News31 July 202511mo ago

July Monthly Round-Up 🦠

Hey everyone! Welcome back to our monthly blog post! Last month’s combat update introduced two new scenarios to Primordial Empire, one of which a procedurally generated secret level that plays differently every time.

In this update5

Full notes

Full Primordial Empire update

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

Repeated intro

Hey everyone!

What changed

3 fixes6 additions3 changes0 removals
  • Gameplay
  • Balance
  • Performance
  • Fixes
  • UI and audio
addedWelcome back to our monthly blog post! Last month’s combat update introduced two new scenarios to Primordial Empire, one of which a procedurally generated secret level that plays differently every time. It’s been great seeing everyone enjoying the new challenges so much, and I cannot thank you all enough for playing the demo and showing so much enthusiastic support for my game. Now I am more excited than ever to share you some of the new content that I've been making for the next update.
addedWhat’s NextAfter introducing combat and warfare to this microscopic colony builder, my focus shifted back on developing new content – for example, new plants! Here’s a sneak peek at what I’m currently working on:
addedWhat’s NextThese will be part of a wildlife update for the Demo to further flesh out different biomes by adding native wildlife. They will generally be neutral towards the player while adding flavour and potentially strategic spins to the scenarios with various ways to interact with them. I've delved deeper into this upcoming mechanic on my Discord so feel free to join our discussion there.
addedDemo PatchesAside from new content in the works, I’ve also implemented several changes in Primordial Empire earlier this month to further polish the existing content in the demo. Here’s the full changelog of v0.2.7_demo and the follow-up patches.
changedv0.2.7_demo Patch NotesFatal combat damage to ally plants now produces remains that can be double-clicked to replant,
changedv0.2.7_demo Patch NotesChanged Neuronal Complexity calculation: "longest chain bonus" is now "largest interconnected cluster bonus" (much more efficient and reliable calculation, and gives a slightly larger bonus),

Primordial Empire changes

addedWelcome back to our monthly blog post! Last month’s combat update introduced two new scenarios to Primordial Empire, one of which a procedurally generated secret level that plays differently every time. It’s been great seeing everyone enjoying the new challenges so much, and I cannot thank you all enough for playing the demo and showing so much enthusiastic support for my game. Now I am more excited than ever to share you some of the new content that I've been making for the next update.
addedAfter introducing combat and warfare to this microscopic colony builder, my focus shifted back on developing new content – for example, new plants! Here’s a sneak peek at what I’m currently working on:
addedThese will be part of a wildlife update for the Demo to further flesh out different biomes by adding native wildlife. They will generally be neutral towards the player while adding flavour and potentially strategic spins to the scenarios with various ways to interact with them. I've delved deeper into this upcoming mechanic on my Discord so feel free to join our discussion there.
addedAside from new content in the works, I’ve also implemented several changes in Primordial Empire earlier this month to further polish the existing content in the demo. Here’s the full changelog of v0.2.7_demo and the follow-up patches.
changedFatal combat damage to ally plants now produces remains that can be double-clicked to replant,

Welcome back to our monthly blog post! Last month’s combat update introduced two new scenarios to Primordial Empire, one of which a procedurally generated secret level that plays differently every time. It’s been great seeing everyone enjoying the new challenges so much, and I cannot thank you all enough for playing the demo and showing so much enthusiastic support for my game. Now I am more excited than ever to share you some of the new content that I've been making for the next update.

What’s Next

After introducing combat and warfare to this microscopic colony builder, my focus shifted back on developing new content – for example, new plants! Here’s a sneak peek at what I’m currently working on:

These will be part of a wildlife update for the Demo to further flesh out different biomes by adding native wildlife. They will generally be neutral towards the player while adding flavour and potentially strategic spins to the scenarios with various ways to interact with them. I've delved deeper into this upcoming mechanic on my Discord so feel free to join our discussion there.

Demo Patches

Aside from new content in the works, I’ve also implemented several changes in Primordial Empire earlier this month to further polish the existing content in the demo. Here’s the full changelog of v0.2.7_demo and the follow-up patches.

v0.2.7_demo Patch Notes

  • Fatal combat damage to ally plants now produces remains that can be double-clicked to replant,

  • Changed Neuronal Complexity calculation: "longest chain bonus" is now "largest interconnected cluster bonus" (much more efficient and reliable calculation, and gives a slightly larger bonus),

  • Further optimized plant placement tool,

  • Fixed crash when recycling prioritization pheromone,

Hotfix (2025-07-09):

  • Fixed potential crashes when loading between different maps,

  • Fixed "blind spots" in neuron cluster calculation,

Amendment (2025-07-10):

  • Added hotkey [R] and info-panel button for convenient re-planting of remains

What's your guess on the new content? What kind of micro-organisms do you think they are and what do they do? Join us on Discord or comment on the Steam discussion forum to share your best guess! Please look forward to our next update, and be sure to follow our socials to get the latest news from Primordial Empire.

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Steam News / 31 July 2025

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