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Steam News4 May 20262mo ago

Version 10.05 Patch Notes | May 4th 2026 (Automatic Building Queues!)

Gameplay Changes Automatic construction queues now available: press [A] from infrastructure menu to manage construction queues You can now cancel construction orders, move them around, and make construction order preset

In this update2

Full notes

Full Riftborne update

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What changed

9 fixes8 additions12 changes1 removal
  • Gameplay
  • Balance
  • Server
  • Fixes
addedGameplay ChangesAutomatic construction queues now available: press [A] from infrastructure menu to manage construction queues
addedGameplay ChangesYou can now cancel construction orders, move them around, and make construction order presets to use across save files
changedGameplay ChangesMajor change: Planned constructions do not consume resources until their construction begins
changedGameplay ChangesVeils now gain 1 shard for every 100 resources destroyed or stolen in combat
changedGameplay ChangesSingle player bots have got a difficulty enhancement, awaiting community feedback for full results
addedGameplay ChangesAdded a building capacity slot indicator to the left sidebar

Riftborne changes

addedAutomatic construction queues now available: press [A] from infrastructure menu to manage construction queues
addedYou can now cancel construction orders, move them around, and make construction order presets to use across save files
changedMajor change: Planned constructions do not consume resources until their construction begins
changedVeils now gain 1 shard for every 100 resources destroyed or stolen in combat
changedSingle player bots have got a difficulty enhancement, awaiting community feedback for full results

Gameplay Changes

  • Automatic construction queues now available: press [A] from infrastructure menu to manage construction queues

  • You can now cancel construction orders, move them around, and make construction order presets to use across save files

  • Major change: Planned constructions do not consume resources until their construction begins

  • Veils now gain 1 shard for every 100 resources destroyed or stolen in combat

  • Single player bots have got a difficulty enhancement, awaiting community feedback for full results

  • Added a building capacity slot indicator to the left sidebar

  • Radar now consumes one building slot

  • Full colonies now have 20 building slots

  • Building screens have been cleaned up so pressing Enter opens a consistent action view instead of auto building

  • All buildings now include a Demolish option

  • Outposts can now always demolish buildings, even without a Spire

  • Ship training in the sidebar no longer has the redundant quantity column

  • Added a Cargo Routes toggle for choosing between raw resource values and percentage based resource amounts

  • Raid routes linked to a preset now automatically reflect future changes made to that preset

  • Raid route lists now show which raid preset is being used

  • Replaced the Faction Name column with Colony Name on the cargo route overview screen

  • Added asciimoji shortcuts to multiplayer chat, such as (cry), (derp), (dunno) and (fight)

  • Added further stability to reduce the multiplayer server snapshot pressure

  • Raid intercepts will now continue on if the attacking fleet has a higher surviving fleet power than the intercepting fleet after intercept combat

Bug Fixes

  • Audited all sub menus so tabbing between colonies now consistently refreshes the active colony values

  • Fixed Cargo Routes and Raid Routes not updating correctly when switching colonies with Tab

  • Fixed a bug where a queued level of a building can jump the building level back up after it is destroyed via siege

  • Destroying a building level via siege will now also cancel any queued building levels for it

  • Destroying a ship production building completely will now also cancel any ships in training from that building

  • Fixed a bug where excess resources remained in a colony even after siege destroyed storage levels

  • Fixed siege capital ships not adding siege score to fleet siege damage

  • Fixed siege capital ships being unable to target buildings

  • Fixed siege capital ships showing under Heavy Shipyard lanes instead of Siege Shipyard lanes

  • Fixed queued buildings not benefiting from Spire build time bonuses completed earlier in the same queue

  • Fixed withdrawal logic so fleets withdraw based on total fleet power lost, not single round losses

Source

Steam News / 4 May 2026

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