HomeGamesUpdatesPricingMethodology
Steam News29 May 20251y ago

May Major Update

Update 1. New Universal Module Selection Feature Players can now access the Module Preparation interface.

In this update10

Full notes

Full STARS ERA: ABYSS FRONTIER update

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

What changed

1 fix7 additions7 changes0 removals
  • UI and audio
  • Gameplay
  • Server
  • Maps
  • Performance
  • Balance
added1. New Universal Module Selection FeaturePlayers can now access the Module Preparation interface. This interface not only provides more convenient information viewing but also includes two new functions:
added1. New Universal Module Selection FeaturePlayers can now unequip specific Universal Modules they do not wish to use in the next battle within this interface, building their own randomized module pool.
changed1. New Universal Module Selection FeaturePlayers can now use Research Points in this interface to unlock previously unavailable modules and brand new Universal Modules.
added2. New Taunt-type Universal ModulesAdded Universal Modules related to the new [Taunt] mechanic, including:
added2. New Taunt-type Universal Modules[Iron Mountain Protocol]: Turn end: Taunt enemies in 3 squares. Per taunted enemy, gain 1 Force Field stacks(2t). [Energy Deterrence]: On skill hit, Taunt target (2t). If already Taunted, deal 100% splash damage within 2 squares. A total of 7 brand new Universal Modules have been added.
added3. New Enemy Reinforcement FeatureDuring combat, enemy reinforcements may now arrive on the battlefield. Support personnel will promptly inform the field commander of the reinforcement arrival location and the total number of turns required for them to appear.

STARS ERA: ABYSS FRONTIER changes

addedPlayers can now access the Module Preparation interface. This interface not only provides more convenient information viewing but also includes two new functions:
addedPlayers can now unequip specific Universal Modules they do not wish to use in the next battle within this interface, building their own randomized module pool.
changedPlayers can now use Research Points in this interface to unlock previously unavailable modules and brand new Universal Modules.
addedAdded Universal Modules related to the new [Taunt] mechanic, including:
added[Iron Mountain Protocol]: Turn end: Taunt enemies in 3 squares. Per taunted enemy, gain 1 Force Field stacks(2t). [Energy Deterrence]: On skill hit, Taunt target (2t). If already Taunted, deal 100% splash damage within 2 squares. A total of 7 brand new Universal Modules have been added.

Update

1. New Universal Module Selection Feature

Players can now access the Module Preparation interface. This interface not only provides more convenient information viewing but also includes two new functions:

  1. Players can now unequip specific Universal Modules they do not wish to use in the next battle within this interface, building their own randomized module pool.

  2. Players can now use Research Points in this interface to unlock previously unavailable modules and brand new Universal Modules.

2. New Taunt-type Universal Modules

Added Universal Modules related to the new [Taunt] mechanic, including:

[Iron Mountain Protocol]: Turn end: Taunt enemies in 3 squares. Per taunted enemy, gain 1 Force Field stacks(2t). [Energy Deterrence]: On skill hit, Taunt target (2t). If already Taunted, deal 100% splash damage within 2 squares. A total of 7 brand new Universal Modules have been added.

3. New Enemy Reinforcement Feature

During combat, enemy reinforcements may now arrive on the battlefield. Support personnel will promptly inform the field commander of the reinforcement arrival location and the total number of turns required for them to appear.

If the commander moves personnel to the specific reinforcement location in time, they can lock down the enemy's reinforcement route. Support forces will then assist in intercepting these uninvited guests.

4. Major Combat Difficulty Adjustments

To make combat more engaging and address the issues of early-game being overly difficult and late-game becoming too easy, we have implemented major adjustments to enemy stat progression, enemy numbers, and the performance of our Universal Modules. Details are as follows:

  1. Enemy attributes in the early stages are now lower, but their growth potential has been increased. Players will experience a smoother early game, transitioning into strategic mid-game battles against more challenging foes.

  2. We have significantly reduced the number of enemies appearing. Enemy difficulty now focuses more on individual strength rather than quantity. The initial number of enemies appearing on the field will now be no more than 5.

  3. We have adjusted and optimized the functionality of over 60 Universal Modules to better suit the new combat pacing and intensity. Situations where a single damage dealer equipped with a few modules could instantly eliminate all enemies should no longer occur. Conversely, utility-focused modules have been enhanced, allowing for more flexible and diverse tactical choices.

5. Full Chapter Map Scenes Reworked

We have extensively reworked the maps for all chapters, significantly improving their visual presentation!

6. Extensive UI Interface Adjustments

We have adjusted the vast majority of the game's UI interfaces. The UI style is now more aesthetically pleasing and consistent.

7. New Enemy Archive Added

Added an archive for all enemy units. Players can freely view their appearances and related lore information within the archive.

Optimizations

  • Optimized game smoothness; stuttering issues should be alleviated.

Bug Fixes

  • Fixed known BUGs.

Source

Steam News / 29 May 2025

Open original post

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