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Steam News13 May 20261mo ago

Demo Patches #15

FIXES AI was over valuing defense when enemy ships near home planet, causing the AI to completely turtle visual settings were not persisting between sessions FEATURES quick combat: reduces the time between click and ban

Full notes

Full Space Imperia 4X update

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What changed

0 fixes0 additions1 change0 removals
  • Compatibility
changedAdditionally, in preparation for the multiplayer beta (and beyond), single player and multiplayer games now run from the same gamerules engine and testing harness. Previously, there was a separate (and ever diverging) game rules engine in Godot (GDScript, for single player) and in the web (Python, for multiplayer). I'll be writing up a bit of the (nerdy, coding) history behind why this came to be in a future dev blog. Overall, this is a huge unlock for maintainability going forward and I'm really excited to have it out of the way.

Space Imperia 4X changes

changedAdditionally, in preparation for the multiplayer beta (and beyond), single player and multiplayer games now run from the same gamerules engine and testing harness. Previously, there was a separate (and ever diverging) game rules engine in Godot (GDScript, for single player) and in the web (Python, for multiplayer). I'll be writing up a bit of the (nerdy, coding) history behind why this came to be in a future dev blog. Overall, this is a huge unlock for maintainability going forward and I'm really excited to have it out of the way.

FIXES

  • AI was over valuing defense when enemy ships near home planet, causing the AI to completely turtle

  • visual settings were not persisting between sessions

FEATURES

  • quick combat: reduces the time between click and bang to .1s

  • group fire: when selecting a target, the firing group will fire all rounds until a. rounds complete or b. the target is fully destroyed (all ships destroyed not just one)

Additionally, in preparation for the multiplayer beta (and beyond), single player and multiplayer games now run from the same gamerules engine and testing harness. Previously, there was a separate (and ever diverging) game rules engine in Godot (GDScript, for single player) and in the web (Python, for multiplayer). I'll be writing up a bit of the (nerdy, coding) history behind why this came to be in a future dev blog. Overall, this is a huge unlock for maintainability going forward and I'm really excited to have it out of the way.

Brett

Source

Steam News / 13 May 2026

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