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Stormgate

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Stormgate is a free-to-play real-time strategy game with a full single-player campaign, 3-player co-op, and PvP versus modes on…

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Changelog

Transitioning Offline, with QOL and Performance improvements

Added
  • Campaign and AI Skirmish modes now support offline play without requiring a server connection
  • User progress in Campaign and AI Skirmish now persists locally
  • Units issued an ability command now gain temporary push priority to increase spellcasting reliability
  • New editor toggle added for uninterruptable_ignores_stop to control whether the Stop command can cancel uninterruptable orders
Changed
  • Performance has been improved by approximately 30% through optimization of expensive systems that scaled poorly with large unit counts and better limiting of off-screen component updates
  • Prepare, Cast and channel stages of all abilities are now uninterruptible to avoid accidental cancels
  • Atlas and Hedgehog Targeted Deployment and Reposition are now uninterruptible by normal move and attack commands while en-route and display their hologram on the target location
  • Fog of war now visually fades in and out quicker
  • Camera zooms are now smoothed and height changes over terrain are much smoother
  • Celestial Luminite harvest rates have been adjusted to match the 10/10 saturation of Vanguard and Infernal
  • Collection Array harvest period changed from 1.7 seconds to 1.515 seconds
  • Prism recharge time increased from 20 seconds to 21 seconds
  • All HQ and charge-producing structures queue slots reduced from 5 slots to 1 slot
  • All units produced by charges have their build time reduced from 0.2 seconds to 0.05 seconds
  • Carnivex trait updated from Vitals Leech to Shikari Venom with a description of the new slow poison effect
  • Fiend health increased from 60 to 75 and damage reduced from 10 to 8
Fixed
  • Brute upgrade tooltip now correctly references the amount of HP and armor given
Removed
  • Online game modes (Versus and Coop) have been disabled
  • Dependency on Hathora and Pragma platforms has been removed
  • Startup splashes and early access dialog have been removed

Hi all, this update is a bit of a mixed bag with our transition away from live service and some nice QOL & game updates from the community team.

Offline Transition

As a first step towards de-coupling from Stormgate's existing server infrastructure, this patch disables live service Versus and Co-op modes, and adds offline support to the Campaign, AI Skrimish, and Custom game modes to prepare for the Hathora server shutdown.

A few of us have been hard at work adding Steam peer to peer support to the game, but the netcode is not quite ready yet -- this means that this update disables multiplayer modes for a time.

We hope to deliver proper steam-powered P2P support with UGC map downloading as soon as the code is ready. UGC map makers will be able to develop and test your maps offline-only until that update. Once peer to peer is squared away it may be possible to bring back an improved version of the versus/coop ladders but no confirmed plans yet.

  • Online game modes have been disabled (Versus, Coop).

  • Campaign and AI Skirmish no longer require a server connection to play and persist user progress locally.

  • STUB online services peer to peer implementation... Attempting to join another player's peer to peer game will result in a placeholder error.

  • Removed dependency on Hathora and Pragma platforms.

  • Removed startup splashes and early access dialog.

Game Updates
Performance has been improved by about 30%.

We've optimized some expensive systems that were scaling poorly with large unit counts, and are better limiting updates from off-screen components and calculations. So FPS better reflects what's actively on screen and is improved overall into the late game. These improvements are entirely unrelated to the offline transition, and are a result of optimized gameplay systems.

New QOL Feature: Ability push priority.

Now, when a unit that has been issued an ability command is on its way, it will gain temporary push priority to increase spellcasting reliability.

On the left, Hexens get pushed around by the army, delay their casts, and one input does not complete. On the right, Hexens take pathing priority momentarily in order to cast, so their abilities fire immediately and reliably.

New QOL Feature: Ability Non-Interrupt

In conjunction with the above, the Prepare, Cast and channel stages of all abilities have been set to uninterruptible to avoid accidental cancels. Pressing Stop on individual units, for most abilities, will still force a cancel if desired.

Atlas & Hedgehog Targeted Deployment and Reposition are now uninterruptible by normal move/attack commands while they're en-route, making it easier to set 'em and forget 'em. They also now display their hologram on the target location.** **

**

General**

  • Fog of war now visually fades in and out quicker. This doesn't affect gameplay, only visuals.

  • Previously, there was a long fade time as units gained or lost vision, which made things visually smoother, but didn't as accurately represent where current vision exists.

  • Camera zooms are now smoothed! And height changes over terrain are now much smoother.

ECONOMY

  • Celestial Luminite harvest rates have been adjusted to match the 10/10 saturation of Vanguard and Infernal.

  • Collection Array harvest period changed reduced from 1.7 seconds to 1.515 seconds

  • Recharge time for Prisms increased from 20 seconds to 21 seconds.

PRODUCTION

  • All HQ's and structures that use charges to produce units have had their queue slots reduced from 5 slots, to 1 slot

  • All units produced by charges have had their build time reduced from 0.2 seconds to 0.05 seconds

EDITOR

  • New toggle added for uninterruptable stages: uninterruptable_ignores_stop.

  • Setting this to false will allow the Stop command to cancel an "uninterruptable order", while regular move commands will not. Certain abilities like Return to Hangar are intended to not be cancelable by the player, so this flag is set to True on that ability. While others, such as a Hexen Venom Trap channel can use this to allow that ability to be canceled.

TOOLTIPS AND LOCALIZATION

  • Fixed Brute upgrade tooltip to correctly reference the amount of HP and armor given.

  • Updated Carnivex trait from "Vitals Leech" to "Shikari Venom" with a description of the new slow poison.

CONTROL / QOL STORMGATE REWARDS Darkthrone

  • The 3 free workers provided from Darkthrone will now rally to whatever the placed HQ has decided to set its rally to. This will prefer Luminite over Therium for resources within nearby proximity of the newly spawned HQ.
Balance

VANGAURD

Scrapyard

  • Cost changed increased from 50 Luminite to 100 Luminite. (Therium cost is unchanged)

INFERNAL

Fiends

  • Health increased from 60 to 75

  • Damage reduced from 10 to 8

CELESTIAL

Carnivex

  • Base movement speed increased from 5.5 to 6.0

  • Weapon attacks and Swipe apply a 25% movement speed slow for 3 seconds

Energizer Node

  • Energy restoration increased from 2/sec to 3/sec

Prism

  • Recharge time has been increased from 20 seconds to 21 seconds
Bug Fixes
  • Archangel is now un-pushable by Magmadon Trample while Resilient in Avatar form.

  • Shift-queueing Meteor Slam no longer accidentally clears the ability splat indicator from under your mouse.

  • Enflamed Imps now use their all-fours run animation again

  • Sentinel Stasis Drone now has 3 different size selection volumes making it easier to click-target on various units.

PTR Update 04/03/2026

Over the past two weeks, there have been some experimental and incremental PTR updates. Playable in today's patch, these are the recent highlights:

  • Performance/FPS has been improved by about 30%.

  • We've optimized some expensive systems that were scaling poorly with large unit counts, and are better limiting updates from off-screen components and calculations. So FPS better reflects what's actively on screen and is improved overall into the late game.

  • Co-op has been un-frozen and now inherits the latest game updates and improvements.

  • There are still some mode-specific overrides for us to correct, so it needs your battle testing to help us iron things out.

  • Co-op maps are now available in the map editor to modify and create your own scenarios.

  • Really nice QOL improvements to ability casting responsiveness and reliability.

Ability Non-interrupt and push priority.

On the left, Hexens get pushed around by the army, delay their casts, and one input gets canceled. On the right, Hexens take pathing priority momentarily in order to cast, so their abilities fire immediately and reliably.

After issuing a command, many abilities on approach now won't be interrupted by move/attack inputs unless all units in selection match, aka homogenous interruption. So controlling casters within a large army is easier.

  • Prepare, Cast and channel stages of all abiltiies have been set to uninterruptible to avoid accidental cancels. Pressing stop in a homogenous selection will still force a cancel if desired.

  • Atlas & Hedgehog Targeted Deployment and Reposition are now uninterruptible by normal move/attack commands while they're en-route, making it easier to set 'em and forget 'em. They also now display their hologram on the target location.

Bug Fixes
  • Archangel is now un-pushable by Magmadon Trample while Resilient in Avatar form.

  • Shift-queueing Meteor Slam no longer accidentally clears the ability splat indicator from under your mouse.

Balance Updates
  • ECONOMY

  • Celestial luminite harvest rates have been adjusted to match the 10/10 saturation of Vanguard and Infernal.

  • Collection Array harvest period changed reduced from 1.7 seconds to 1.515 seconds

  • Recharge time for Prisms increased from 20 seconds to 21 seconds

PRODUCTION

  • All HQ's and structures that use charges to produce units have had their queue slots reduced from 5 slots, to 1 slot

  • All units produced by charges have had their build time reduced from 0.2 seconds to 0.0 seconds

  • STORMGATE REWARDS

  • Darkthrone reward has received a QoL improvement.

  • The 3 free workers provided from Darkthrone will now rally to whatever the placed HQ has decided to set its rally to. This will prefer Luminite over Therium for resources within nearby proximity of the newly spawned HQ.

INFERNAL Fiends

  • Health increased from 60 to 75

  • Damage reduced from 10 to 8

CELESTIAL Collection Array

  • Celestial luminite harvest rates have been adjusted to match the 10/10 saturation of Vanguard and Infernal.

  • Collection Array harvest period changed reduced from 1.7 seconds to 1.515 seconds

Prism

  • Recharge time has been increased from 20 seconds to 21 seconds

Argents

  • Cost increased from 100 luminite to 125 luminite

  • Build time increased from 24 seconds to 28 seconds

  • Heavenstep upgrade increases the max health from 145 to 165

  • Heavenstep upgrade increases the energy restored from Harmonic Exchange from 1.0 to 1.5

  • Longshot Module upgrade further increases the energy restored from Harmonic Exchange from 1.5 to 2.0

Carnivex

  • Base movement speed increased from 5.5 to 6.0

  • Weapon attacks and Swipe apply a 30% movement speed slow for 3 seconds

Energizer Node

  • Energy restoration increased from 2/sec to 3/sec
Announcement about our Servers

Soon, the PTR branch will be used to test our standalone offline migration, and this means matchmaking won't be available on PTR.

  • Our game server orchestration partner, Hathora, has been purchased by an AI company, and they are winding down their service at the end of April. This will create a planned outage for Stormgate's multiplayer modes.

  • Stormgate will be patched so that it can be played offline, but online modes will not be available at that point.

  • We hope to restore online play in a future patch, but this work will be dependent on Frost Giant finding a partner to support ongoing operations.

We're very grateful to our community of players, and we will post another update as more information is available, including more info about how offline mode works, and whether we get any patches out before the server wind down.

Hotfix 2026-03-06 - Ladder Rankings Reset!

To coincide with the community update, we have started a new ranking season, so ladder rankings have been reset for 1v1 & 2v2. Who will rise to the top in each faction?

Refreshed 1v1 leaderboards can be viewed on Untapped: https://stormgate.untapped.gg/en/leaderboard

This hot fix also addresses:

Fixed a balance-breaking bug that made Celestial's zenith scan cost zero energy.

Added a match countdown for 2v2 matches.

Fixed a visual issue with Hedgehog & Atlas redeploy previews not looking correct.

Community Update - Now Live!

Hey everyone,

We’re finally here.

After four months of building, testing, iterating, and working side-by-side with an incredible group of community members, the Stormgate Community Update has officially left the PTR and is now live for all players.

This is the biggest update to Versus we’ve ever released—and it truly was built with the community, and in many cases, by the community.


A Patch Built Together

From the beginning, this project has been a collaboration.

Our community implementation team didn’t just give feedback—they helped directly implement many of the design and balance changes you’re playing today. Using the editor tools and rapid iteration in custom maps, they worked closely with us to prototype, refine, and land changes across nearly every unit in the game.

Meanwhile, our team at Frost Giant focused on bringing those ideas fully into the game—handling engineering work, UI improvements, audio/visual polish, backend support, and making sure everything actually works in a live environment.

The result is something that neither group could have achieved alone.


What’s New

This update touches almost every part of Versus. If you’ve played on the PTR, you know how much has changed—but for everyone jumping in fresh, here’s a quick overview:

  • 4 new units for the Infernal and Celestial factions

  • Ranked 2v2 matchmaking (go grab a teammate!)

  • Over 40 new and updated maps, designed by the community

  • Full release of the Map Editor, Data Editor, and Trigger Editor

  • New Arcade-style experiences created by community members

  • Major balance pass affecting nearly every unit

  • Tech tree, economy, and upgrade changes

  • **Visual improvements such as more ragdoll effects, more weather presets, better unit animation blending. **

  • **Sound improvements **like an SFX concurrency & volume mix overhaul.

  • Quality-of-life improvements

  • A long list of bug fixes and polish changes


GIF: More effects that cause ragdoll deaths, more ragdoll concurrency for extra carnage.

We’ve also made a lot of smaller improvements that add up in a big way—things like better worker behavior, smoother unit control, improved responsiveness, and clearer visual/audio feedback in fights.

There are too many individual changes to fully list out here, but for a balance overview with all of the changes, here's a video by one of our collaborators BandanaT:

Creation Tools Are Fully Open

One of the biggest milestones in this update is that the full Map Editor, Data Editor, and Trigger Editor are now available to everyone by default.

Now there's no need for cheat codes or JSON wizardry to make wacky game modes, you can do it all in game, with our powerful UI tools.

If you’ve been waiting to build something—maps, modes, weird experiments, full-on new games—you now have the same tools we’ve been using internally and alongside the community team.

We’ve already started adding community-created experiences into the game, and we’re really excited to see what comes next.

Watch the Sizzle Reel
Thank You

This update wouldn’t exist without the people who showed up, put in the time, and cared enough to help make Stormgate better.

To our community implementers, map makers, playtesters, tournament organizers, and everyone who gave feedback along the way—thank you.

Seriously. This was a massive effort, and it shows.


Jump In

If you’ve been waiting to try the Community Update, now’s the time.

Queue up some games. Try out the new units. Grab a friend and hop into 2v2. Explore the new maps. Mess around in the editor.

And as always—keep the feedback coming.

See you in-game.

By Harrison “Gobsmack” King

2026-03-02 PTR Update + Stormgate server maintenance.

The Stormgate main game may be periodically unavailable while we work to roll out an update.

In the meantime, players can play on the PTR by right-clicking Stormgate > Properties > Game Versions & Betas and choosing community_patch_ptr.

PTR is updated with a the following bug fixes:

  • Fixed a crash that happens when a player joints player slot 8 in a custom game with 8+ players.

  • Added support for \ custom map tags.

  • Fixed old hedgehog actor displaying when using targeted deployment or reposition abilities. Updated Atlas poses for its deployment preview meshes.

PTR Update 2026-03-02

PTR has been updated to build 107469. This is a release candidate for the community patch going live, We've been refining the localization process and making improvements with community design & map update workflow. This patch includes bug fixes and map updates.

  • Added TreeForAllbeta back into the game after fixing up a build issue

  • Added new 2v2 map: Cyclone.

  • Added player slots 3 & 4 to \ Furious Resolve & \ Lost Hope maps

  • Arcship

  • Movement speed reverted to 2.0 from 1.75

  • Movement speed upgrade reverted to +1.5 from 1.75

  • Morph Core

  • Movement speed reverted to 2.0 from 1.75

  • Movement speed upgrade reverted to +1.5 from 1.75

  • Carnivex

  • Deferred damage is now dispellable

PTR Update 2026-02-21

With this patch we've uploaded some localization files for updating tooltips in various languages.

PTR Update 2026-02-18

PTR Update 2026-02-16

It's been a few weeks since a PTR update, while we fixed some build errors and a UI crash that was causing delays. Meanwhile, balance refinement and localizing tooltips has been underway.

New Maps:
  • \ Big Gate Hunters

  • \ Voidlife Heroes RPG

  • \ Storm Scourges RPG

  • \ AutoGate Co-op

  • \ Winter Triangle Tower Defense

  • \ Obelisk Offensive

  • [2v2] YinYang

  • [2v2] Split Ends

  • Some existing maps have also been updated based on player feedback.

General
  • We've updated the spectrum of team colors and expanded support for different player configurations. We now have distinct colors for each player in the following multiplayer modes:

  • 1v1, 2v2, 3v3, 4v4, FFA (up to 8 players), 2v2v2, and 2v2v2v2.

  • It's possible to create and play other configurations like a 16 player FFA, but colors will start to repeat. In these scenarios, the friend vs foe color scheme is also an option.

  • A long time coming, Vanguard & Infernal workers on Luminite now saturate more intelligently. They will prefer to populate 3 on each far node, so there is a more linear income falloff starting from 8 workers up to 12. Additionally, workers always search for the best of the 4 available Luminite nodes now after returning cargo each time. So if you pull 6 workers off one side, the rest will automatically redistribute.

  • The suggested worker count over Therium was reduced from 8 to 5, as that is the number of workers needed to match the Therium replenish rate. No mining speed changes were made, this simply will help guide players to more efficiently distribute their workers.

  • Frost Giant Data and Trigger editors are now available for everyone by default. No more Easter egg clicking the Yeti required!

  • We've implemented initial support for playing the campaign offline through the map editor. Players should be able to load and customize official FG maps through the editor.

  • The hotkey for changing player colors was changed to shift+ctrl+alt+C in order to not conflict with toggling auto-cast on abilities set to C

  • Observer music changed to a Co-op music track which mashes up all three faction themes into one song.

  • Argent, Seraphim and Animancer have had their team colors re-painted for readability.

General
  • Powerstone

  • Health gained changed from 200HP + 25% HP to 250HP + 10% HP.

Vanguard

  • Overcharge

  • Overcharge duration decreased from 45s to 40s

  • This was to ensure that Overcharge expired for any Sentry Post rush on almost all rush maps. Recent changes to Royal Gardens and Holodeck have had rush distance increases to ensure the buff expires on time.

  • Overcharge upgrade movement speed bonus reduced from 50% to 25%

  • Scrapyard

  • Cost decreased from 100 luminite to 50 luminite.

  • Servo

  • Outer radius reverted from 0.6 to 0.45

  • Atlas

  • Mobile Atlas range increased from 4 to 5

  • Plasma Arc Infusion requires Central Command instead of High Command

  • Plasma Arc Infusion research time increase from 60s to 90s

  • Evac

  • Skysprint Retrofit upgrade now requires High Command instead of Central Command

  • Hedgehog

  • Reposition added in deployed mode

  • Hurricane

  • Hurricane Bombers require Covert Bombers for Veterancy.

  • New Upgrade: Covert Bombers

  • Bombers gain Stealth and 20 health and 5 armor for each level of Veterancy.

  • Costs 100/100

  • Research time 60s

  • Prometheus Engine:

  • Now requires Covert Bombers upgrade

  • Cost 100/100

  • Research time decreased from 120s to 60s

  • Bombing Run cooldown increased from 15s to 25s

Infernal

  • Shadowfall

  • Duration of vision reduction decreased from 30s to 15s.

  • Imp

  • Outer radius reverted from 0.6 to 0.45

  • Added +3 damage vs structure

-** Enflamed Imp**

  • Damage increased from 50 + 30 vs heavy to 80 + 30 vs heavy

  • Hexen

  • Cost increased from 75/75 to 75/100

  • Magmadon

  • Trample damage from 125 (+50 vs Light) to 150.

  • Dominari

  • Death March

  • Energy cost reduced from 40 to 25

  • Movement speed bonus reduced from 25% to 15%

  • Attack speed bonus increased from 25% to 30%

  • Health lost per second reduced from 3% per second to 1.5% per second

  • Dark Oblation: ability removed

  • Fel Grasp: New Ability

  • Requires: Dominari Master Training

  • Channels on a target for 6 seconds. Whilst channeling the target takes 40% of the target’s max health as damage over time, is slowed by 95% and has a chaos mark applied.

  • Fel Grasp cannot be dispelled while channeling.

  • At the time of impact, any enemy units near the target with Chaos Mark are also slowed. Units must be at the same height plane as the target (if target is air, root air, if target is ground, root ground).

  • Chaos Mark is dispellable, but the Fel Grasp slow is not even if the Chaos Mark is removed.

  • Shadowflyer

  • Dive Bomb damage increased from 0 to 5 (5 vs Heavy, 25 vs Structure).

  • Weaver

  • HP reverted from 320 to 380

  • Cost reverted to 125/175 from 100/175

  • Lash autocast range is set to be equal to manual cast range.

  • Replace Mistborne Assault with Shroudborne Cloak

  • Shroudborne Cloak: New Ability

  • Grant nearby units Shroudborne Cloak for 30 seconds. After remaining out of combat for 3 seconds, they may enter Stealth if on Shroud.

  • Celestial
  • Prism

  • Outer radius reverted from 0.6 to 0.45

  • Argent

  • Longshot Module moved from Tier 3 to Tier 2.

  • Longshot Module research time increased from 60s to 90s.

  • Arcship

  • Arcship auto rally range to 12 from 15 to match auto-build radius.

  • Arcship Build Collection Array autocast set to initially on

  • Arcship Build Collection Array autocast no longer resets to on if turned off (available after patch release)

  • Animancer

  • Animus redistribution drain amount reduced from 30/s to 20/s.

  • Animus redistribution restore amount increased from 50% to 75% (i.e. unchanged)

  • Dark Prophecy range reduced from 11 to 10

  • Archangel

  • Avatar upgrade research time decreased to 90s from 120s.

  • Avatar duration can now be stacked with consecutive casts of Meteor Strike or Censure.

  • Reprieve added

  • Stuns the Archangel to heal 30% of the Archangel’s max health for 5 seconds.

  • Gains 40 armor.

  • Removes Avatar.

  • Aether Dash removed

  • Censure can be used in Archangel Flying mode.

  • Censure stuns the target for 1s.

  • Censure can only target ground targets while in Archangel mode.

  • Censure can only target air units while in Archangel Flying mode.

  • Gracelight Node

  • HP increased from 280 to 300

  • Armor reverted from 5 to 10

  • Energizer Node

  • HP increased from 280 to 300

  • Armor reverted from 5 to 10

  • Energize autocast range set to be equal to manual cast range.

  • Energy regeneration rate increased from 2/second to 3/second.

  • Judicator node

  • HP increased from 280 to 300?

  • Armor increased from 5 to 20

  • Damage increased from 20 to 30

  • Weapon period increased from 0.9 to 1

  • Cabal

  • Therium cost increased from 50 to 75

  • Debilitate energy cost reverted to 15 from 25

  • Gravity Flux missile launcher speed increased from 10 to 15?

  • Mind Shackle (bug fix) no longer possesses the target if the Cabal dies before impact.

  • Carnivex

  • Pounce range has been decreased from 4 to 3.

  • Pounce speed increased from 12 to 15.

  • Chrono shell deferred damage is now dispellable.

  • Chrono shell deferred damage is 40% of damage received down from 50%

  • +10 armor removed from tier 3 upgrade.

  • +5 armor added to baseline.

  • Navi

  • Bug fix on sovereign’s decree range slop, now correctly 20 instead of 18.

  • HP increased from 300 to 350.

  • Damage increased from 20 to 24.

  • Hallowed Ground energy drain increased from 2/sec to 4/sec.

  • Seraphim

  • Ground weapon attack changed to be prioritised before air weapon attack.

  • Windrun upgrade removed

  • New ability: Winged Dash available baseline

  • 15 sec cooldown, 0 energy cost

  • Grants 50% movement speed for 3 seconds.

  • Does not offer damage mitigation

  • New upgrade: Catalytic Capacitors

  • Seraphim gain 20 energy and self-cleanse harmful debuffs when they land a killing blow on an enemy unit.

  • New trait: Energy Shield

  • Absorbs 1 point of damage at the cost of 1 energy.

  • Damage mitigated by energy shield ignores armor.

  • HP reduced to 140 from 180

  • Saber

  • Upgrade moved from tier 3 to tier 2.5

  • Upgrade no longer gives +1 movement speed (i.e. identical to Necrolyte)

  • Scanner

  • Scanner weapon no longer attacks air units.

  • Scanner Descend cooldown from 60s to 1s (Perch cooldown remains the same)

  • Scanner no longer works on flat grasses (bug fix)

  • Scanner can no longer perch on the same tree multiple times (bug fix)

  • Scanner can no longer perch on resources (bug fix)

  • Scanner deployed mode no longer has energy (bug fix)

  • Vector

  • Cost changed to 150/25 from 125/50

Bug Fixes
  • Fixed a bug with the Arcship footprint being the wrong size when it lands from different directions.

  • Fixed a bug: Auto-cast abilities (default on, manually turned off) resetting to on after morphing (e.g., Atlas sieging/unsieging).

  • Added an Arcstation surge hotkey.

  • Fixed bug where the Voidheart shrine would heal units infinitely until full health

PTR Temporary Revert

We're everting the PTR back to the previous build (#107316) while we investigate a crash when accessing the versus menu. Hopefully this will be resolved soon.

PTR Update 2026-02-06

Updated to build 107334

Map Updates
  • New custom map: AutoGate Coop

  • New custom map: Obelisk Offensive

  • New custom map: Storm Scourges RPG

  • New custom map: Voidlife Heroes RPG

  • Furious Resolve converted to FFA

  • Lost Hope converted to FFA

  • Temple of the Lost Gate FFA map updates.

  • New 1v1 map: Stellaris

Visual Updates
  • Hellborne: Inferno now has a burning effect on kill

  • Voidheart Shrine (blue): Now shows a healing effect if helaing and a purple effect if restoring energy.

  • Wellspring (green): Healing regeneration effect correctly changed from purple to green.

  • Tag overhead icon now properly fades out instead of popping out when expiring.

General
  • The full in-game editor is now enabled by default. No more clicking easter egg required.

  • Observer music no longer defaults to Infernal. Now plays a mashup track with vibes from all 3 factions. (The existing co-op music).

  • High Yield Luminite mine total resources reduced to 8000 from 16000

Vanguard
  • Return To Hangar now accelerates over 2 seconds before reaching +100% movement speed.
Celestial
  • Arcship:

  • New Ability: Build Collection Array

  • Now can manually build collection arrays with a new ability that also has an autocast toggle.

  • If autocast is enabled, the function is exactly the same as it is currently.

  • Autocast can be toggled off, and is set to initially off as default for now. Feedback is welcome on this point.

  • If an arcship is landed and within 12 range of an array, Build Collection Array creaets an Array on a luminite mine and sets rally.

  • If an arcship is flying, it approaches 12 range of an mine and attempts to land. If there is space to land, it will land, Build Collection Array creaets an Array on a luminite mine and sets rally. If there is no space to land, it will stop here. No cooldown is wasted.

  • If an arcship is landed and outside 12 range of an mine, the Arcship lifts, flies toward the mine approaches 12 range of an array and attempts to land. If there is space to land, it will land, Build Collection Array creaets an Array on a luminite mine and sets rally. If there is no space to land, it will stop here. No cooldown is wasted.

  • Rallies no longer reset when lifting or landing an Arcship, or upgrading an Arcship.

  • Right clicking on a luminite mine while flying with an Arcship now issues a move command, instead of a rally command (necessary to fix the bug with rally reset)

  • New ability button: Rally Workers

  • Workers can be manually rallied with the V button while in grounded or flying mode. This is a work around to address rallying workers to mines while in flying arcship mode, but it also just gives greater control to the player in general.

  • Purify and Fate's End moved back to Z and X respectively.

  • Carnivex:

  • Carnivex no longer heals from attacking Stormgates

  • Scanner:

  • Fixed the issue where Scanner could perch on resources

  • Fixed the issue where mltiple scanners could perch on the same tree.

  • Fixed a destructible grass (DestructibleConcealment_Grass_Green) being perchable when it shouldn't be.

  • Navi:

  • Sovereign's Decree now correctly breaks range at 20 range (14 range + 6 range slop) instead of 18 range.

  • Prisms:

  • Prisms no longer attempt to mine luminite for other players when harvesting from allied or enemy Collection Arrays.

  • Prism will attack enemy Collection Arrays if right clicked.

PTR Hotfix 2026-01-30

We're testing and debugging a crash that happens when scanner casts tag.

To avoid this crash, don't research tag or play against AI that might use it. It still likely is happening in this patch but we plan to send a fix shortly or revert to a working build from a couple days ago if this persists.

PTR Update 2026-01-30

  • Reverted the shroud visual radius change, it had unexpected consequences in testing.

  • Fixed an AI behavior where they would sometimes prioritize Therium too much and not bank enough Luminite to expand.

  • Map updates to Mystic Peak

Scanner

  • Fix bug with Tag autocast that prevented the Scanner's weapon from being able to attack.

  • Maximum charges decreased from 4 to 3

  • Autocast no longer targets units of 0 supply

  • Cast duration decreased from 0.3 to 0.1

PTR Update 2026-01-29

A quick hotfix for a few issues:
  • Prism

  • Health increased from 75 back up to 85 for now. Health was previously 85 before the most recent patch that reduced it to 75, but that created a potential balance issue ahead of an upcoming tournament finals. We'll re-evaluate this change soon.

  • Hexen

  • Skull of Shedda can no longer enter stealth.

  • Observer camera max zoom distance reduced from 10,000 to 9,000. For reference, normal game camera max zoom is 6,500.

  • Fixed a visual issue where shroud fog elements would pop out around map edges at max observer zoom levels.

  • Shroud visual radius math and edge thickness has been slightly adjusted so that it better lines up with the map grid and gameplay radius values. This makes it easier to correctly place an Effigy within shroud near the edges, whereas previously it was hard to see the real boundary.

  • Fixed a visual issue where shadows would pop out at wider zoom levels. Particularly smaller entity shadows would disappear sooner than other, larger shadows. Now, shadows should all consistently display through all zoom ranges.

  • Fixed a visual issue with the Phantom's tail FX going white when clipping into some terrain and map geometry.

Maps
  • Added a new, re-worked version of Lost Hope: Grave of Hope

  • Added a new custom PvE Survival / FFA tree map: Tree For All beta

  • Frostline Map updates

2026-01-28 PTR Update

General
  • Wellspring, Voidheart Shrine

  • heal increased from 2% per second to 2% plus +2 flat hp per second.

  • Hid their healthbars, in case the UI option to always display them is enabled.

  • Bug Fix: Celestial co-op heroes now have 300 supply for real.

  • Celestial AI improvements

  • Map updates to Holodeck & Mystic Peak

  • Observer UI now hides the energy resource amount for each player, which was previously tied to topbar energy and is mostly not relevant anymore.

Vanguard
  • Hanger Bay

  • Return to Hangar (bug fix): Heal now is removed if the source Hangar Bay no longer exists

  • Return To Hangar (bug fix): No longer works on in construction Hangar Bays

  • Medtech

  • MedTech (bug fix): Nanoswarm can no longer be wasted on Luminite mines and Therium generators

  • Graven

  • Model size decreased by 10%

  • Evac

  • Base speed increased from 6.5 to 7 (down 0.5)

  • Evac (bug fix): movement speed upgrade now correctly gives +25% movement of base speed, instead of 25% of 6.5 speed only

Celestial
  • Scanner

  • Tag cannot be cast on buildings

  • Scanner no longer has energy

  • Tag now has a 2 second cooldown

  • Tag now has 4 max charges. It starts with 2 charges and 1 is recharged every 20 seconds

  • Cabal

  • Debilitate reworked:

  • Energy cost increased from 15 to 25

  • New Unit: Navi

  • Hallowed Ground

  • bug fix: If you click hallowed ground on 5 navi 5 different times you will interupt the same individual navi trying to cast hallowed ground, and the other 4 won't do anything.

  • Seraphim

  • Hp increased from 165 to 180

  • New ability: Windrun

  • Requires Research Windrun

  • Reckoning removed

  • Upgrades:

  • Research Windrun (Ascension Matrix, 60 sec build time, 100/100)

Infernal
  • Shrine, Greater Shrine, Elder Shrine

  • Lower supply provided to 12 from 15 (up from 10)

  • Brute

  • Bug fix: Fiends get a speed boost again when Sunder Soul is used.

  • Dominari

  • Movement speed: 6 (Decreased from 6.5)

  • Turn Period: 0.18 (Decreased from 0.3)

  • Damage: 15 (bonus to heavy removed)

  • Attack projectile speed: 25 (up from 11)

  • Abilities:

  • Pandemonium (40 energy, 5 second cooldown)

  • Range decreased to 9 from 14

  • Dark Oblation (2 second cooldown, 8 range, 3 slop, cast duration decreased from 0.3 to 0.1, soul travel time faster, generally made more seamless to use)

  • Pandemonium is now cast in a line in a direction rather than at a point.

  • This means you can cast Pandemonium out of the Dominari's current range and rather than moving within range and casting, the ability will be casted on the spot as far as it can go.

  • Pandemonium's range indicator adjusted to 12 to approximately account for the maximum projectile range (10) plus the projectile's own impact radius.

  • Pandemonium cast times reduced from 3.0 to 1.333.

  • Pandemonium no longer has bonus damage vs Heavy targets.

Stormgate Rewards
  • Soulforge

  • Copies are permanent again

  • Functionality rework:

  • When used on a unit with 1 supply, 3 copies of the unit are created.

  • When used on a unit with 2 supply, 2 copies are still created.

  • When used on a unit with 3 supply or greater 1 copy is created.

  • Sky Hunter

  • Air weapon prioritized over ground weapon

  • Feyren

  • Healing per second reduced to 25HP/second from 30HP/second.

Visual Updates
  • Material updates to the Graven, Imp, Dominari, Creation Chamber, Guardian Nexus, and Aeon Gate.

  • Infernal Shroud made 10-15% more translucent in an attempt to help readability.

  • Light Forest tree grasses reduced slightly in size to help readability.

PTR Update 2026-01-24

  • Improvements to Celestial AI expanding behavior

  • Increased co-op supply cap from 200 to 300.

  • Increase maximum concurrent ragdoll deaths. This is regulated by graphics settings: Low & Medium setting remains unchanged with ragdoll deaths disabled for performance reasons.

  • High has been increased from 2 to 5

  • Epic has been increased from 6 to 15

  • Fix a bug that allowed players to choose a team slot not defined in map settings. Now team lobby selection is limited to what the map defines.

PTR 2026-01-23 Update

1/23/26 PTR Update
Balance Changes

Therium Generator

  • Footprint decreased from 3x3 to 2x2 (reverting the change from a few days ago)

Command Post

  • Supply granted increased from 10 to 12

Sentry Post

  • Build time decreased from 55 seconds to 50 seconds (note: there was a bug that was incorrectly setting the Sentry Post build time to 60 seconds that has also been addressed)

Lancer

  • Kinetic Redirection upgrade build time decreased from 90 to 60

Hedgehog

  • Hp decreased from 215 to 205

  • Armor Shred Missiles debuff max stacks decreased from 90 to 75

Morph Core

  • Value increased from 50 Luminite to 100 Luminite. This reduces the Luminite refunded when Matter Reallocation is used by 50 Luminite, and decreases the cost of structures when building from a Morph Core by 50 Luminite.

Carnivex

  • Weapon Range increased from 0.25 to 0.5

  • Chrono Shell deferred damage max damage over time rate increased from 20 to 40

Navi

  • Sovereign’s Decree range slop increased from 4 to 6

  • Hallowed Ground is now a targeted ability that moves the Navi to the selected location to channel.

  • Sovereign’s Decree should not go on cooldown or cost energy if the target leaves range

Dominari

  • Pandemonium width increased from 3 to 4

  • Research Dominari Adept Training (Death March) build time decreased from 60 seconds to 30 seconds

  • Death March radius increased from 3 to 4

  • Chaos Mark debuff duration increased from 10 seconds to 15 seconds

Visual Changes
  • Ragdoll impact on kills have been added for:

  • Incarnate Rampaging Stomp

  • Incarnate weapon attack

  • Magmadon weapon attack

  • Brute weapon attack

  • Carnivex weapon attack

  • Vulcan Jump Jets

  • Vulcan weapon attack when minigun is at max damage

  • Seraphim ground attack receives a new visual effect and sound effect to better represent and differentiate it's higher damage attack.

AI Changes
  • The Celestial Bot shouldn’t spam Arcships without expanding as much. There is still work to do to improve their behavior

  • Bots now recognize Rich Luminite mines as viable expansions

Map Changes
  • Breach: fixed issue with missing Therium
Bug fixes
  • Fixed not seeing when other players change factions in a custom game lobby

  • Gracelight Node Tooltip correctly states heal is removed only when taking damage

  • Morph Cores were morphing directly into Judicator and Energizer Nodes rather than Gracelight Nodes first

PTR Update 2026-01-21

PTR 2026-01-20 Update
  • Hornet has an enhanced anti-air attack FX and new SFX to better represent the fact that it is more powerful than its ground attack.

  • Added some idle and work animations for celestial structures. We're in the process of iterating through these to add visual interest and polish.

  • Increased emissive values on Celestial structure materials.

  • Therium generators have been increased in size from 2x2 to 3x3, and had adjustments to their selection volume. Hopefully this makes it easier and more intuitive to simply right-click the center of a patch, and workers will find their own nodes.

  • Fixed an issue preventing AI opponents from recognizing expansions correctly. Vokurka, for example, was rarely expanding.

  • AI should now use pathing distance when considering a location for expanding their base. Previously, they would use straight, as-the-crow-flies distances when looking for an expansion location, leading to scenarios on some maps where AI would expand to an awkward base, or fail to expand at all. Now, AI should expand to the next closest pathable base.

Bug Fixes
  • Fixed an issue where many custom maps were referencing the wrong, darker, lighting preset. Overall the correct preset is brighter at night, brighter in the shadowed areas, and more consistent across maps.

  • ToggleInGameUI cheat now hides all of the replay UI as well.

  • Fixed some bugs with Dominari's Death Mark.

  • Hexen Venom Trap no longer targets air units.

  • Hexen Venom trap no longer triggers on buildings

  • Dominari: Chaos mark now properly applies after Pandemonium damage impact

  • Updated some tooltips.

Map Updates for Stormwatch and Short Circuit.

2026-01-16 PTR Balance Update

PTR 2026-01-16 Balance update

To start, we'd like to highlight a nice QOL update we've introduced for the Atlas and Hedgehog: Redeploy and Targeted Deployment.

With these new commands, players can now tell these deployed units to deploy at a new location in a single command. They will run the sequence of: Un-deploy, move to new location, and deploy in place. Similarly a non-deployed unit can be given the command to deploy at a location.

Vanguard
  • Lancer

  • Kinetic Redirection research time reverted to 90 seconds

  • Turn Radius decreased from 0.35 to 0.2

  • Scout

  • Turn Radius decreased from 0.25 to 0.1

  • Medtech

  • Attack Projectile speed increased from 25 to 30

  • Hedgehog

  • Hp decreased from 230 to 215 (up 15)

  • New Ability while Mobile: Targeted Deployment

  • Deploy at a target location.

  • New Ability while Deployed: Reposition

  • Mobilize, then deploy at a target location.

  • Armor Shredding Missiles can now stack up to 90 times, up from 30

  • Atlas

  • New Ability while Mobile: Targeted Deployment

  • Deploy at a target location.

  • New Ability while Deployed: Reposition

  • Mobilize, then deploy at a target location.

  • Evac

  • Unload period decreased from 0.5 to 0.25

  • Base speed increased from 6.5 to 7.5

  • Veterancy movement speed reward decreased from 10% to 5%

Celestial
  • Argent

  • Attack Projectile speed increased from 20 to 28

  • Scanner

  • Attack Projectile speed increased from 18 to 25

  • Cabal

  • Cost reduced from 100/100 to 100/50

  • Debilitate reworked:

  • 10 second cooldown (up from 5)

  • Reduce attack speed and attack damage of enemy units within in a 1.5 radius of a target unit 25% for 10 seconds. (Radius increased from 0.75, and duration increased by 5)

  • Autocast is set to OFF as the default setting (was default to on)

  • New Unit: Carnivex

  • Cost: 200/75 (up from 175/50)

  • New Upgrade: Chrono Shell

  • Requires Arcfortress, Guardian Nexus

  • 60 second research time.

  • Costs 100/100

  • 50% of all damage taken is deferred. Deferred damage is dealt at a maximum rate of 20 damage per second and can be fatal.

  • Vector

  • Turn radius decreased from 0.3 to 0.15

  • Swing time on ground weapon increased from 0.0 to 0.1

  • Swing time on air weapon increased from 0.0 to 0.1

  • New Unit: Navi

  • Radiant Mantle autocast defaults to off

  • Seraphim

  • Cost increased from 100/75 to 150/75

  • Attack projectile speed increased from 15 to 22

  • Animancer

  • HP decreased from 220 to 180

  • Dark Prophecy range increased from 9 to 11

  • Animus Redistribution range increased from 9 to 10

  • Attack range increased from 8 to 10

  • Attack projectile speed increased from 10 to 22

  • Animus Redistribution heal on surrounding allies increased from 10 to 15. This is technically a bugfix since it was always supposed to be 50% of damage dealt (and it deals 30 damage)

  • Archangel

  • Traits:

  • Avatar (Requires Research Avatar):

  • When Archangel uses Meteor Strike, Aether Slash, or Censure, It activates Avatar for 10 seconds. This duration is refreshed each time it uses an ability. (does not stack)

  • While Avatar is active, the Archangel gains 40 armor and resilience to enemy disables (in both air and ground). It’s attack becomes ranged and deals 40 damage in a line (while still dealing 120 damage to the primary target).

  • Attacks no longer slow while in avatar form

  • This does not consume energy.

  • Arbiter’s Respite trait removed

  • Flying mode abilities:

  • Aether Slash:

  • 30 energy cost, 8 second cooldown

  • Dashes towards a target location, dealing 20 damage to enemy air units in its path and slowing them by 40% for 5 seconds.

  • If Avatar has been researched, activate it.

  • Reprieve removed

  • Avatar (ability) removed

  • Ground mode abilities:

  • New ability: Censure

  • 30 energy cost, 8 second cooldown, Autocastable (defaults to off)

  • Target an enemy unit in range, leap to that unit and stun it for 1 second.

  • If Avatar has been researched, activate it.

  • Reprieve removed

  • Avatar (ability) removed

Infernal
  • Imp

  • Charge cooldown decreased from 18 to 15

  • Enflamed Imp

  • Movement speed reverted to 5.5

  • Explosion damage decreased from 100 (+50 structure) to 50 (+50 heavy) (+20 more damage vs heavy from before)

  • Brute

  • Turn radius decreased from 0.26 to 0.18

  • Gaunt

  • Gaunt Swing Time on ground weapon decreased from 0.2 to 0.1

  • Gaunt Swing Time on air weapon decreased from 0.2 to 0.1

  • Hexen

  • Skull of Shedda Rework:

  • Slows the targeted unit by 40% for 10 seconds. (up from 5)

  • Forsaken Trap Rework:

  • Renamed to Phantom Trap

  • Trap detonation turned into an autocast ability, can manually explode them

  • A Phantom spawns for every enemy unit hit by this trap

  • A unit can only spawn a Phantom this way once every 6 seconds.

  • Units hit by the trap are cursed

  • Units hit by the trap take 50 damage

  • Necrotic Hexfield renamed to Miasma

  • Attack projectile speed increaased from 18 to 25

  • Weaver

  • Cost decreased from 125/175 to 100/175

  • Weaver hp decreased from 380 to 320

  • Lash range decreased from 10 to 9

  • New Unit: Dominari

  • Cost: 150/200

  • Traits:

  • Chaos Mark

  • This unit’s weapon attacks and Pandemonium apply Chaos Mark to hit enemy units for 10 seconds.

  • Each time an allied unit deals damage to a target with Chaos Mark, the target takes 2 (+2 heavy) extra damage, and the allied unit heals for 2 hp.

  • Wrath of the Domina (Reworked)

  • This unit’s weapon attacks and Pandemonium deal 2x damage to enemy units with a Chaos Mark. Unlocked with Dominari Master Training

  • Abilities:

  • Pandemonium (40 energy) (Reworked)

  • Unleash a wave of dark energy that travels forward in a direction originating from the caster. Enemy units caught in this wave take 25 (+25 heavy) damage and gain a Chaos Mark for 10 seconds.

  • Pandemonium wave width increased by 1, and range increased by 2, travel speed decreased.

  • Pandemonium debuff no longer deals damage after it expires.

  • Death March (40 energy, 6 range)

  • Grant targeted units 25% increased movement speed and 25% increased attack speed for 10 seconds. (changed to grant attack speed instead of attack damage)

  • Dark Oblation (2 second cooldown, 6 range)

  • No longer requires an upgrade

  • Stormgates

  • Soulforge

  • Copies now have a 120 second timed life

  • Shadowmark

  • Does not affect HQs

  • Powerstone

  • Imbue Empower now increases the target unit’s max health by 200 HP + 25% of the its original max health

Map Updates
1v1
  • Avant-garde

  • Bayou Caouenne

  • Deepvoid Outpost

  • Short Circuit

  • Shock Station

2v2
  • Eco-Dome

  • Gaia's Grove

  • Hell's Haven

  • Lava Labs

  • Templar's Temple

  • Forge of Ashes (new)

Misc

Retextured Aeon Gate

Rotated the Creation Chamber

Fix for 'ToggleInGameUI' cheat - Added a few missing UI elements to hide properly

"Allies are under attack" Alert cooldown has been increased from 10 to 15 seconds so it is less spammy. In team games, this can basically fire every 10 seconds and it becomes background noise. This timing a tradeoff between spam and potentially missing alerts if teammates are attacked in a new spot during the cooldown period.

PTR Update 2026-01-14

PTR Update 2026-01-14
  • Added two new community maps to the custom games list:

  • 1v1 Avant-Garde

  • Stormgate Battle Arena - a custom tug of war/MOBA-style game with a ton of customized hero characters.

  • Added the latest updates to existing community maps, including:

  • Holodeck

  • Frostline

  • Blackspire Station

  • Malice Depths

  • Short Circuit

  • Scarlet Isle

  • Cosmic Enigma

  • Desolate Temple

  • and a handful more

  • Stormgate Triggers updated so that the first Stormgate now spawns at 3:30 into the game.

  • Potential fix for an issue where a non-functioning top bar UI would appear in some games

  • Added a cheat to remove visible UI elements. Type the following (case sensitive): "ToggleInGameUI"

  • Enabled a random selection for AI faction when playing against the bots.

Art:
  • Aeon Gate - added floating particles around the structure.

  • Rotated some Celestial buildings

PTR Update 7 January 2026

7 January 2025 PTR Update
Patch Notes
Generic
  • Destructible Sharp Rocks set to 5HP from 10HP.

  • Increased max zoom for the observer camera (Needs some shadow adjustments still, as they can clip out at max observer zoom currently)

  • Alert minimap target size increased.

  • Lighting on all TOD setups has been slightly brightened during day and night to help clarity a bit.

  • Skirmish Commanders can now be selected as the faction for AI players in Custom game lobbies. This is the beginning of us enabling players to skirmish vs Vokurka and Major Galt with their friends. Please try this out and report any issues you discover! (This change requires custom maps to be rebuilt.)

Celestial
  • Archangel

  • Reprieve is now transient

  • Arcship

  • Build cooldown for Collection Array reverted to 60s from 180s

  • Navi

  • Sovereign's Decree projectile now impacts on the target instead of the first target reached.

AI
  • Fixes to allow AI commanders to use the following abilities: Phase Shift, Sonar Disruption, and Trample

PTR Update 2026-01-01

PTR Update 2026-01-01

Testing a bug fix for the in-game editor to fix unlocked player slots.

This should allow mapmakers to create maps with dynamic team switching. The goal is that a single map can be authored and played as a 2v2, FFA, etc. and players can swap teams and places in the lobby based on how many players there are.

Happy New Year!

PTR Update 2025-12-30

PTR Update 2025-12-30 (Build 107172)
  • Added a secondary attack animation and FX when Carnivex swipes its AOE attack.

  • Animation support for Atlas turret animation to fire on the move. Needs a few design changes to be implemented before it will work.

  • Added a few Maps: Lava Labs (2v2), Gaia's Grove (2v2), Temple of the Lost Gate (FFA).

  • Brought back the original Boneyard Stormgate (1v1) map back into the custom games list.

  • Incremental updates to a handful of other maps.

  • Fixed an issue where system message would not appear in chat, such as a player leaving the game.

PTR Update 2025-12-28

  • Fixed an editor crash when right clicking some things in the triggers window (We hope)

  • Added an observer chat channel

  • Fixed an issue where the incorrect player name could appear in chat.

  • Fixed some Templar Wall doodads that were flickering in Shroud.

  • Unified concealment grass material properties, there were some inconsistencies.

  • Returned destructible trees to be more uniform in size.

**Balance updates:

Celestial**

  • Gracelight Node / Energizer Node/ Juduicator Node

  • Node cost increased to 150 luminite from 100 luminite.

  • Node power provided increased to 15 power from 10 power.

  • Node refund with Matter Reallocation increased to 100 luminite from 50 luminite.

  • Morph Core

  • Node cost from Morph Core increased to 100 luminite from 50 luminite.

  • Carnivex

  • Weapon swipe changed from a Search Quad to a Search Cone.

  • Navi

  • Sovereigns decree:

  • Energy cost decreased to 40 from 50

  • Range increased by 2 to 14 from 12

  • Range slop remains at 4.

  • Channel windup duration decreased to 2s from 3s.

  • Vision radius increased by 2 to 15 from 13.

  • Nodes

  • All nodes cost increased to 150 luminite. (Previously 100)

  • All nodes provide 15 power. (Previously 10)

  • Matter Reallocation for all nodes provides a refund of 100 luminite (previously 50)

Morph Core

  • All nodes now cost 100 luminite. (Previously 50)

Navi

  • "vision_radius": 15.0. (Previously 13) [For context, hurricane has vision radius of 15]

Sovereigns decree

  • "energy": 40.0. (Previously 50)

  • "range_maximum": 14.0. (Previously 12)

  • "range_slop": 4.0

  • "duration": 2.0. (Previously 3)

PTR 4.2.3 Balance Update

4.2.3 Patch Notes
**

General**

  • Fixed some tooltips to properly match ability effects.

  • Destructible Light trees now properly block larger units from pathing through them.

  • Destructible Light tree pathing movement considerably improved to feel more smooth.

  • Take note of the angle in which you move through light tree forests for optimal speed!

  • Feyren no longer boosts the target with an additional x1.5 healing received.

Vanguard
Hurricane
  • Upgrade research time increased to 120s from 60s
Celestial
Argent
  • Tier 3 range upgrade reverted to +2 from +3
Carnivex
  • HP increased to 400HP from 350HP

  • Prowl Upgrade removed

  • Shikari Venom ability removed

  • Sapping Pounce ability reworked into Pounce trait

  • Pounce: new trait added

  • After 3 seconds being out of combat, this unit will pounce on its next attack.

  • This out of combat delay functions like Kri Roll Out.

  • On impact, the Pounce applies a 20% slow for 3 seconds.

  • Swipe: new trait added

  • On every third attack, the Carnivex cleaves units in front of it with the same damage.

  • Vitals Leech: new trait added

  • The Carnivex heals for 50% of all damage dealt.

Navi
  • Abilities Reworked

  • Radiant Mantle: updated

  • Teleport on fatal damage upgrade removed.

  • Reduce damage dealt to a target allied unit by 50% for 10 seconds.

  • Sovereign's Decree: new ability

  • Now unlocked with Navi Adept Training

  • Lock onto an enemy air unit, revealing it. After 3 seconds, deal 300 damage if the target remains in range.

  • Hallowed Ground: reworked

  • Now unlocked with Navi Master Training

  • Channel to bless the ground beneath the Navi (radius 4). While channeling, any allied ground unit inside this radius cannot go below 1 hp.

  • Upgrades:

  • Research Navi Adept Training (Ascension Matrix, Requires Arcfortress, build time 60 sec, 100/100)

  • Unlocks Sovereign’s Decree

  • Energy regen increased by 0.25

  • Research Navi Master Training (Ascension Matrix, Requires Research Sovereign’s Decree, build time 60 sec, 100/100)

  • Unlocks Hallowed Ground

  • Energy regen increased by 0.25

Archangel:
  • Avatar upgrade research time increased to 120s from 60s

  • Censure removed

  • Aether Slash removed

  • Skybreak (Angelic Ascent + damage) reverted to Angelic Ascent (all Archangels can fly together with no energy cost)

  • Angelic Descent added back to Archangel (all Archangels can land together with no energy cost)

  • Meteor Strike remains the same.

  • Avatar is now a button with an Autocast feature

  • When autocast is active, Avatar is triggered on melee attack or on impact of Meteor strike

  • Reprieve:

  • Unlocked alongside the Avatar upgrade.

  • Stun and armor buff removed

  • Heals 30% over 5 seconds

  • Cleanses all harmful buffs.

  • If Avatar is active, disable it.

  • Cooldown 20 seconds

  • New trait: Arbiter's Respite

  • If the Archangel has been out of combat for 5 seconds and Avatar is not active, gain 2 energy regeneration per second.

Infernal
Iron Vault, Conclave, Twilight Spire
  • Production charge times increased to 30s from 25s

  • Production building time decreased from 40s to 32s (5 seconds faster on shroud).

Shrine:
  • Cost increased from 300 to 350
Dominari
  • Pandemonium energy cost set to 40
Spriggan
  • Reverted to be close to Spriggan from Patch 0.3:

  • Now spawns a single Spriggan instead of a pair of Spriggans

  • Damage per projectile reduced to 3 (+3 vs Heavy) from 8 (+3 vs Heavy)

  • Spriggans attack with 3 projectiles per attack

  • Supply cost incrased to 3 from 1

  • Health increased to 160HP from 80HP

  • Binding Saliva reduces attack speed, movement speed, and production speed by 2%.

  • Vengeful Expectoration upgraded removed

  • Salivary Overflow upgrade reverted (increase max stacks from 15 (30% slow) to 30 (60% slow))

Shadowflyer
  • Dive Bomb now correctly affects melee and resilient units.
Misc
  • Added \ and \ map tags for custom games list sorting.

  • Revert accidental commit that glitched out terrain a bit.

  • Another attempt to fix scroll the locking bug. Help us test this.

  • Map updates to Divided Oasis, Blackspire Station, UnitTester, Sector 9, Frostline.

Incremental PTR Update

PTR 4.2.2 update (Build 107138)

  • Fix editor crash on right-click.

  • A fix to reduce frequency of camera scroll getting stuck. We have a repro and may be able to squash this one for good!

  • Fix concealment grasses not appearing when placed in the IGE.

  • Normalized announcer sound levels by reducing their volume slightly. Stormgate announcement volume was very loud, and was brought in line with other announcement levels.

  • Changed announcer game sound ducking behavior. Previously, when a stormgate announcement played, all other game volume was reduced by 50% during this time. Normal announcements (base is under attack) previously did not duck sounds. Now, all announcements will reduce game sound volume by 25% for a brief moment. This helps us keep announcement volume lower, without being so obnoxious, but still audible even if there's a lot of action. Please provide feedback if you think this goes too far making announcements quieter!

  • Removed the ~30% ambient sound and music volume ducking when a unit plays its On Move VO. Units are frequently playing VO so this felt awkward and is unnecessary.

  • Lowered fog levels from weather lighting presets, particularly snow.

  • Increased brightness at night for all TOD lighting setups to help readability.

The Stormgate Community Update

The Stormgate Community Update is here and is available to play on our Public Test Realm.

This update is the result of a collaboration between members of Frost Giant and a passionate community of Stormgate fans over the last few months. You’ll have new units, upgrades and abilities at your disposal to play competitively on 30 new maps, along with lots of quality of life improvements and bug fixes.

Our goal with the PTR is to create a place where we can iterate more rapidly and battle test new ideas before pushing it to the main Stormgate client. We welcome your input and feedback in this process. Here's how you can switch to the PTR:

To read more about this community collab, check out the blog post here: https://playstormgate.com/news/presenting-the-stormgate-community-update

Features Overview
  • 2v2 matchmaking is here – with a dedicated leaderboard.

  • A total of 30 new community maps are added. A mix of 1v1 and 2v2 – all battle tested and include Stormgates.

  • 4 new playable units have been added to fill out Celestial and Infernal factions:

  • Dominari – An Infernal Tier 3 spellcaster.

  • Incarnate – A massive Infernal Tier 3 melee fighter.

  • Carnivex – A Celestial Tier 2 front-line tank with stealth.

  • Navi – A Celestial Tier 3 spellcaster.

  • The full data, trigger and map editor is unlocked.

  • To access: open the editor, look to the top left and control+click the Yeti 10 times. That's really how you unlock it.

  • Art and visual effects updates, including new weather/lighting presets and battle legibility improvements.

  • A big change to sound effects concurrency, volume mixing and announcer line priority.

Audio
  • Increased sound effects concurrency and tuned concurrency behavior across the board to make battles feel fuller and more reliably connect sound to the visuals.

  • Previously in Stormgate, we favored the side of lower concurrency for a lot of unit sounds like attacks, deaths, abilities and so on. It’s a balance, because when 50 exos are firing, you don't want to hear all 50 gunshots every second they fire, or it's just terribly grating and poor for performance. But on the flipside, some concurrency values were just set too low so there would be situations where only 1 or 2 death sounds could play at a time, with many poor souls dying in silence. Or in the case of specific units like the Argent and Hedgehog, their attack and impact sounds were set very low.

  • Beyond just concurrency numbers, concurrency behavior was tuned for each sound to choose between behavior like preventing new sounds altogether, or interrupting the oldest or most distant sound effect so no new sound effect in that category goes unplayed.

  • Even the way these sound concurrencies are set up hierarchically can create problems as well. For example, the Weaver has a footsteps sound that plays as it walks. But it was sharing concurrency with Weaver attacks and its Lash ability sounds, so it really 'stepped on' a lot of its sounds. Hopefully you enjoy the improvements, and we welcome more feedback in this area.

  • Reverberation has been added to sounds and voices for a more immersive feel.

  • Established an Announcer line priority sorting to fix inconsistencies in playback.

  • Announcer lines are the voice lines that play during alerts for things like "Our base is under attack" and "We need more supply". These are all set to a concurrency of 1 to prevent overlapping voices. Previously however, if another announcer line was supposed to play around the same time, it would prevent every other announcement from playing until the first one was finished, with no queue, resulting in missed critical alerts like “Our forces are under attack!” Now, higher priority announcements will interrupt each other in this order:

  • Highest: Main map objectives, Stormgates, base & units under attack.

  • High: Hero died/resurrected. priority on player, then ally, then enemy.

  • Medium: Ally alerts.

  • Low: Capture points, construction finished, research complete.

  • Lowest: Production, supply, celestial power and resource requirements.

  • Sound effect volume adjustments have been made across the board. Most notably unit death VO screams have been increased in volume and are now louder than their “Splat” type sounds that also usually plays when a unit dies. This is great for added carnage and unit personality.

  • Exo and Guardsman attack sounds have new sounds and increased sample variety.

  • Servo attack SFX has been updated.

Art
  • We completed an animation blending pass throughout the game to make transitions between walking, idle, attack, abilities smoother and to better fit the unit’s persona.

  • New lighting and weather presents added: Light Snow, Heavy Snow, Light Rain, Heavy Rain, Infernal ash.

  • Environmental wetness and wind effects have been enhanced. Most assets, including units, structures, doodads and terrain will look wet when rainy weather is active.

  • We completed a team color pass on all units for saturation and luminance consistency, as well as improved readability which is especially helpful in team games.

  • Various unit material updates are made to better distinguish them and help readability. There is more work to be done in this area.

  • Minor structure size unification to better fit their footprints. In general, research structures and Vanguard production structures are slightly larger. All footprint sizes remain unchanged.

  • Ragdoll death gravity increased so bodies are less floaty.

  • Vector’s temporal reflection has unique hologram art.

  • Archangel

  • faster animation attack speed Faster swing, slower backswing.

  • Increase meteor slam get-up animation speed.

  • Imp

  • Increased in size by 15%, with a faster walk cycle.

  • Textures updated with a brighter eye glow.

  • A new animation is added while morphing to an enflamed Imp.

  • Blood Tree - removed team color on the leaves so they’re always bloody.

  • The Hexen now wears a mask.

  • Hellborne reduced in size by -15%.

  • Argent increased in size by +10%.

  • Vector

  • reduced in size by -15%.

  • Updated attack recoil animation and visual effects.

  • Added 4 large, destroyed/weathered neutral structure doodads for mapmakers.

  • Added white blood trees as randomized destructible trees.

  • Improved concealment grass art so it’s less tiled, more natural, is available in several colors and have proper effects when destroyed

  • Vector’s temporal reflection has unique hologram art.

  • Gaunt upgrade icons changed from green to orange

  • Pandora & Navi portrait and button icon updated.

Visual effects
  • FX updates for the many new units and abilities.

  • Improved Dark Prophecy visibility.

  • Improved Miasma visibility on and off shroud.

  • Improved Nanoswarm visibility

  • Hedgehog armor shred debuff visual added.

  • Hedgehog missile visibility increased to easier show how many are loaded.

  • Graven Sticky bomb warning is now always red.

  • Graven Sticky bomb adds goop onto structures with its upgrade.

  • Graven sonic disruption ability has updated visual effects.

  • Arcship gets a visual indicator when it has a collection array available.

  • Seraphim Condemnation visual effects added.

  • Adjusted Seraphim’s weapon socket location.

  • Archangel - Visual effects added for Reprieve and Aether Slash

  • Incarnate attack and ability FX revisited for clarity and power. Its basic claw attack now punctures the ground.

  • Weaver Mistborne assault FX added

  • Hellspawn resurgence cooldown FX updated.

Gameplay
  • New Units:

  • Dominari

  • Incarnate

  • Carnivex

  • Navi

  • Many new maps, made by the community, have been added to the game.

  • 1vs1 matchmaking now includes 10 maps.

  • 2vs2 matchmaking now includes 8 maps.

  • More maps are available to play in the custom games list, as well as in Skirmish mode.

  • Two new neutral structures added:

  • Manashrine: Like a Wellspring, but restores energy.

  • Voidheart Shrine: Like a Wellspring, but restores health & energy.

  • Adjusted selection volumes to be more precise:

  • Scanner, Carnivex, (Tails no longer selectable)

  • Archangel, Navi (Wings no longer selectable). Archangel previously had a large invisible selection area when grounded and the wings were hidden, but still selectable.

  • Many other structures including: Collection Array, Shrines, Shroudstone, Twilight Spire, Conclave, Ascension Chamber, Ritual Chamber.

  • We altered the unit size, inner & outer radius of many units. This is for several reasons:

  • Outer radius values standardized across the game so there are fewer size categories, resulting in more efficient pathfinding.

  • Outer radius values tuned to reduce unit overlap and improve readability.

  • Inner radius values reduced, allowing more units to fit through light forest.

  • Cloaked units no longer interact with shroud, and don’t give away their location to enemies this way. However, cloaked units will still rustle some small grasses, so keep an eye out!

  • The Gaunt now fires a unique projectile when Infernal curse will be applied. Requires its attack upgrade and firing from Shroud for this to appear.

Performance
  • Unit animation and mesh performance optimizations were made to reduce the CPU cost of each unit, where most of the bottleneck lives during large army scenarios.

  • Stormgate triggers optimized for better performance. This should reduce some hitching.

Design & Balance

The balance and design updates in this community update are targeted towards 1v1 and 2v2 competitive modes. These changes do not yet impact campaign or co-op. With your feedback, we want to test and harden things first before merging these into the other modes.

The goal with these design changes has been to deepen your choices and strategy, by offering faction-wide units, ability and upgrade improvements, better quality of life, and bug fixes.

General
  • All HQs start with 1 worker charge and max out at 3

  • All factions begin with 50 Luminite

  • Lower first stormgate timing from 3:30 minutes to 3:00 minutes

  • Stormgates now have the capability of randomly spawning in variable numbers as set by the map designer. For our 1v1 ladder maps, only 1 will spawn at a time, and for our 2v2 ladder maps, up to 2 will spawn.

  • Unit inner and outer radii updated across the board. Units now fit into one of 7 size categories:

  • Tiny (Inner: 0.375, Outer: 0.45)

  • Small (Inner: 0.375, Outer: 0.6

  • Medium (Inner: 0.375, Outer: 0.8)

  • Large (Inner: 0.8, Outer: 1)

  • Extra Large (Inner: 0.8, Outer: 1.3)

  • XXL (Inner: 0.8, Outer: 1.6)

  • Gigantic (Inner: 1, Outer: 2)

  • Neutral destructible buildings HP increased from 500 to 2000

  • Rich Luminite Mines modified to be 1.5x the value of regular luminite

  • Celestial Collection Arrays on Rich Luminite Mines now have a x1.5 luminite mining rate.

  • Therium Rework

  • Therium now shows 8/8 workers as the optimal amount to sustainably mine from the therium generator without exhausting therium nodes. 4/8 workers is approximately the number to sustainably mine enriched therium without exhausting enriched therium nodes.

  • Unenriched Therium Node gather rate made longer: from 1.2 to 2

  • Enriched Therium Node gather rate made longer: from 0.5 to 1

  • Therium Generator starting node count increased from 5 to 30

  • Gather amount for Enriched Therium reduced from 1.667 to 1.0

  • Unenriched Therium generation rate made faster: from 8s to 5s

  • Enriched Therium enrichment rate made faster: from 8s to 5s

  • Imp cargo capacity increased from 7 to 10

  • Servo cargo capacity increased from 7 to 10

  • Prism cargo capacity decreased from 7 to 2

  • Prism gather period multiplier increased from 1.20 to 1.25

  • Therium is revealed at game start to help with building placement

Vanguard
  • Servo

  • Charge cooldown decreased from 24 to 18

  • Hp reduced from 110 to 95

  • Movement speed increased from 3.5 to 4

  • Attack swing time from 0.5 to 0.25

  • Fix bug with build speed increases from Veterancy (Frost Giant fix)

  • Servo Overcharge

  • Decrease armor provided from 50 armor to 25 armor

  • Range indicator now matches the ability radius.

  • Construction speed bonus decreased from 50% to 25%

  • Upgrade construction speed bonus remains at 100%

  • Baseline movement speed bonus removed.

  • Overcharge upgrade now grants 50% movement speed.

  • Command Post, Central Command, High Command

  • Lower supply provided from 15 to 10

  • Central Command

  • Cost increased from 100/100 to 200/100

  • Build time increased from 30 to 50

  • High Command

  • Cost increased from 200/150 to 300/200

  • Energy regeneration set to 1

  • Solar Habitat

  • Solar Charge can boost charge cooldowns by 25% (for allied inf production)

  • Can no longer target HQs

  • Rampart

  • Reinforce redesigned to prevent healing effects from making the shield functionally invulnerable

  • Grants a 500 HP shield to a unit that lasts 10 seconds or a 1000 HP shield to a structure that lasts 20 seconds. This shield blocks 90% of incoming damage.

  • Sentry Post

  • Build time increased from 45 seconds to 60 seconds

  • Flak Cannon

  • Damage increased from 22 to 22 (+4 heavy)

  • Repair-o-matic

  • No longer heals unit inside

  • Med Station

  • No longer heals unit inside

  • Biokinetics Lab

  • build time reduced from 50 seconds to 30 seconds

  • Machine Lab

  • Build time reduced from 50 seconds to 30 seconds

  • Lancer

  • Attack damage increased from 12 (+3 light, +3 structure) to 15

  • Research Kinetic Redirection research time decreased from 90 seconds to 60 seconds

  • Research Mitigative Guard reworked:

  • 100/100, 60 second research time

  • All damage to the lancer is reduced by 2. Lancers gains 3 stacks of Reactive Plates.

  • Reactive Plates: When the Lancer is hit by an attack dealing more than 30 damage, one Reactive Plate is consumed. The Lancer only takes 25% of the damage exceeding 30.

  • A Reactive Plate regenerates every 60 seconds.

  • Scout

  • Build time decreased from 18 to 15

  • Attack Damage increased from 5 (+3 light) to 5 (+5 light)

  • Research Run Down (previously Pounce) is now the first upgrade for Scout and requires a Biokinetics Lab (t1)

  • Research Run Down cost decreased to 50/50

  • Research Vorillium Claws now requires Research Run Down and a High Command

  • Run Down (renamed pounce) rework:

  • Impact bonus damage removed

  • Slows target by 30% for 3 seconds

  • Cooldown decreased from 30 seconds to 20 seconds

  • No longer triggers Pounce when attacking a stormgate

  • Vorillium Claws damage bonus increased from +8 light damage (total: 5 (+11 light)) to +5 (+4 light) damage (total: 10 (+10 light))

  • Exo

  • Attack damage increased from 13 (+2 heavy) to 13 (+3 heavy)

  • Medtech

  • Requires Biokinetics Lab instead of Central Command.

  • Medtech Adapt Training Requires a Central Command.

  • Offensive nanoswarm no longer aggros units affected

  • Nanoswarm heal per second reduced from 20 to 15

  • Nanoswarm damage per second reduced from 10 to 7

  • Nanoswarm energy cost is lowered from 40 to 30

  • Medpatch and Nanoswarm no longer autocast on warping in units

  • Graven

  • Cost increased from 125/75 to 125/125

  • Sticky Bomb rework:

  • Sticky Bomb is now a skillshot

  • Sticky Bomb attaches to a unit if it lands on it

  • Sticky Bomb can damage buildings

  • Sticky Bomb can stack on a target

  • When a unit with an attached Sticky Bomb is destroyed, all attached Sticky Bombs immediately explode.

  • Sticky Bomb no longer deletes other Sticky Bombs when it explodes

  • cast range increased from 6 to 7

  • Target sort added to sticky bomb stick to prioritize enemy targets before friendly target

  • Infiltrate removed

  • Mass Infiltrate upgrade removed

  • New ability: Sonic Disruption

  • 40 energy

  • This unit deploys a drone to a targeted area in the air that deals 10 (+5 light) damage and reduces the attack speed of nearby air units in a 3 range radius by 50% for 5 seconds. Drone lasts 2 seconds.

  • Cast range of 7

  • New upgrade: Research Sabotage

  • Biokinetics Lab. Requires High Command.

  • Sticky Bomb deals +50 damage to structures

  • Sticky bomb now disables structures damaged by it for 20 seconds.

  • Increase the energy regen rate of the Graven by .25/second

  • New upgrade: Research Phase Jumper

  • Biokinetics Lab. Requires Research Sabotage

  • Gain a second charge of Phase Shift

  • Increase the energy regen rate of the Graven by .25/second

  • Hedgehog

  • Hp decreased from 230 to 200

  • Changed weapon arc to match model better.

  • New Upgrade: Armor Shredding Missiles

  • Researched from Machine Lab

  • Requires a High Command and Transonic Boosters complete

  • 100/100

  • 60 sec build time

  • Causes attacks to apply 3 stacks of Armor Shred Missiles. Each stack is -1 armor. Th

Stormgate Launch Day Patch Notes

Welcome to the launch of Stormgate: Campaign One - Ashes of Earth!

This is our Necrolyte update, the biggest single update yet for Stormgate!

This release marks a major milestone as we exit Early Access and officially launch Stormgate on Steam with the full 12-mission Ashes of Earth Vanguard campaign, complete with new unlockable pets and 36 all-new Steam achievements.

We’re also introducing the first part of our revamped Celestial Armada faction, giving them a massive mechanical overhaul focused on streamlining complexity and improving playability. Plus, our brand-new Sigma Labs experimental hub debuts with the Terrain Editor Alpha, opening the doors to full community map-making and Custom Games support.

Competitive players can dive into a fresh ladder reset, and our progression system now tracks your factional growth across modes with new Player Card Nameplates. There's also new art, two wild new Challengers in Skirmish mode, bug fixes and a balance update for all factions.

Whether you're here for the story, the strategy, or the sandbox, this patch has something for every Stormgate commander.

Patch Notes:
**Campaign: **

The full Vanguard campaign is now available, featuring 12 story-driven missions. Each mission includes three Steam achievements, rewarding players for exploration, challenge, and mastery. For those who brave the campaign on Brutal difficulty, new unlockable pets await: Fuzzy Moth (Mission 6), Terror Byte (Mission 9), and Bobble BOB (Mission 12)—each a unique reward for overcoming the toughest fights Stormgate has to offer.

  • Vanguard Chapter 2: “The Raging Storms”

  • Mission 7: “Darkened Skies”

  • Mission 8: “Destroyer of Worlds”

  • Mission 9: “Dying Light”

  • Vanguard Chapter 3: “The Twisting Fates”

  • Mission 10: “Into Madness”

  • Mission 11: “Dead Reckoning”

  • Mission 12: “Edge of Eternity”

  • Campaign Chapter Pets - Unlock each pet by completing the mission on Brutal difficulty:

  • Mission 6 - Fuzzy Moth

  • Mission 9 - Terror Byte

  • Mission 12 - Bobble BOB

**Sigma Labs: **

Welcome to Sigma Labs, our experimental testing ground for features and modes that are still in development. Here, you’ll get early access to tools and content that aren’t fully polished, but are ready for community feedback. Currently, this area includes Co-op Missions, the Terrain Editor Alpha, and Custom Games. In the future, you may see even more modes appear here such as the much-anticipated Team Mayhem.

**Terrain Editor Alpha: **

The Terrain Editor Alpha is now open to everyone! You can jump in and start creating your own maps, share them with friends, and explore a growing library of custom experiences built by other players. Whether you're designing competitive arenas or wild experimental layouts, this is your space to get creative and bring your ideas to life.

We're calling this initial release the Terrain Editor Alpha because its current focus is on enabling the community to make custom maps using the standard ruleset for PvP games. This release of the editor doesn't include the tools that will be used to edit game data or triggers, but those will be coming in later releases. Be sure to join the #terrain-editor community on the official Stormgate Discord for tips, tricks, and even recruit playtesters to help you improve your original creations.

On top of bringing the Terrain Editor to everyone, we have also added a few new features since our previous round of testing:

  • Pathing tool

  • Rotated tool brushes

  • Camera-aligned object box selection

  • The collision budget is displayed in the editor

  • Minimap shows icons and trees

  • Added camera action to focus camera on selection

  • Added camera action to show the entire map from above

  • New in Editor page under Sigma Labs

  • Stormgates can be placed in the editor (there still must be 5)

  • To add a Stormgate to a map, place a Deactivated Stormgate with a StormgateObjective_TugOfwar on top of it

  • Deactivated Stormgate units need the following placed names: StormgateObjective1, StormgateObjective2, StormgateObjective3, StormgateObjective4, StormgateObjective5

  • StormgateObjective_TugOfWar capture points need the following placed names: StormgateCP1, StormgateCP2, StormgateCP3, StormgateCP4, StormgateCP5

**Co-op: **

Co-op is still up and running, and players can continue to enjoy it in its current state. Development on Co-op has been kept on the back-burner while we focused resources on other modes and features, but rest assured, this is not the end. Co-op is an important part of our vision, and we plan to return to it with full focus in future updates.

**Custom Games: **

Custom Games has been moved into Sigma Labs to keep it conveniently close to the Terrain Editor. Since Custom Games will be the go-to place for setting up and testing your custom maps, having them side by side makes the creation and playtesting process smoother.

  • Custom game map names are used in most places

  • Stormgates have been reworked to better support FFA

  • New loading screen UI to support a larger number of players

  • Updated observer/replay UI to support a larger number of players

Celestials Revamp:

The Celestial Armada has begun its long-awaited revamp, aiming to reduce complexity while preserving the faction's hallmark versatility and mobility. In this patch, we’re focusing on foundational mechanics, with deeper iteration on unit interactions planned for future updates.

Patch Highlights:

  • Arcships now function more like traditional command structures found in other factions. They produce workers, relocate, and cast faction-support abilities.

  • Collection Arrays have been significantly streamlined. They no longer act as pseudo-command structures, and all of their abilities have been removed.

  • Prisms are now aligned with standard worker behavior across factions. Up to 12 can mine from each Luminite mine.

  • The Therium Purifier has been removed. Prisms now harvest Therium directly, without needing to return it anywhere.

  • Morph Cores are no longer produced by Arcships. Instead, most Celestial structures now have an ability called Matter Reallocation, allowing them to refund most of their cost and transform into a Morph Core. This enables flexible repositioning or conversion into other structures.

  • Power Banks and Link Nodes have been merged into a single structure that can freely morph between three key modes:

  • Gracelight Node (healing)

  • Energizer Node (energy restoration)

  • Judicator Node (defensive turret)

  • Aeon Gates are now tier-2 structures built directly from the command panel.

  • The Power system has been simplified and no longer includes hidden benefits or effects.

For a complete breakdown of changes, see the balance updates below. We have even more changes for the Celestial Armada planned for future patches. Let us know what you think—and enjoy exploring the new Celestials!

**Challenger Skirmish: **

In this update, AI Skirmish mode has been expanded with two new unique Challengers to face off against, each featuring their own distinct Stats, Units, and Perks that showcase radically different playstyles and philosophies of war.

These new bot personalities are intentionally built around strong gimmicks, creating bold strategic identities with noticeable strengths and exploitable weaknesses. Their lopsided capabilities present a fun challenge for players to puzzle out, adapt to, and ultimately overcome through creative counterplay.

These are just the first of our new Challengers, with more unique AI opponents planned for future updates, including a Celestial Challenger coming later.

Major Galt: _The Commander - _Faction: Vanguard

Commands a Havoc faction infamous for their loyalty and relentless aggression. A charismatic mercenary-king, the Major’s speeches rally his ragtag soldiers into a frothing devotion, driving them and their machinery of war to the absolute limit. He is a walking contradiction: reckless but effective, arrogant but admired, and outrageous…but deeply dangerous.

Vokurka: _The Hag - _Faction: Infernal

Serves the Infernal Host as a conduit to the spirit realm, tapping into their honored cycle of life and death and harnessing its momentum to fuel her dark magic. Phantoms swarm as Vokurka’s Curse assails her enemies. Her summoned spirits fear no end, embracing their demise as yet another chance at victory.

Campaign and Ladder Reset:

**Campaign Progress Reset: **We are resetting certain hero progression elements, but your overall campaign progress will remain intact. This means all completed campaign levels, along with the difficulties you've cleared them on during Early Access, will be preserved. However, hero-specific progress—such as hero levels, items, and talents—will be reset to ensure a fresh and balanced start.

**Ladder Reset: **The competitive ladder is also being reset. All players will start from the same point, offering a fair opportunity to climb the ranks and compete in the new season.

**Player Profiles and Account Progression: **

This update introduces the first version of _Stormgate’s _account progression system. Players can now level up their Vanguard, Infernal, and Celestial races by earning Storm Points through Campaign, Co-op, Versus, and Skirmish matches (Custom Games support coming later!). As you progress, you’ll unlock a new type of cosmetic, Player Card Nameplates, which are displayed on your in-game Player Card and reflect your race-specific progression.

  • **Steam Profile Pictures: **Your Steam avatar is now displayed as your profile picture in game.

  • **Progression Types: **We have added a couple types of progression to be aware of beyond Versus Ranks/Leagues and Co-op Commander levels that already exist.

  • **Account Levels: **Playing any mode contributes to your overall Account Level which is usually visible on your portrait. Reaching a higher Account Level will increase your Account Tier, upgrading the borders around your portrait and player card.

  • **Faction Levels: **Additionally, playing in any mode will level up whichever of the three main factions is associated with what you just played. For example, playing as Maloc in Co-op will increase your Infernals faction level, and playing the Vanguard Campaign will increase your Vanguard faction level. We have added a handful of nameplates that appear behind your name on your player card that can be unlocked by leveling up the different factions.

  • Steam Integration Improvements: We’ve made improvements to how Stormgate connects with Steam, making it easier than ever to find and connect with your Steam friends in-game. This is just the beginning—expect more enhancements in future updates.

**Steam Achievements: **

Steam Achievements are finally here! In this first iteration, we've focused on Campaign mode, adding 36 achievements—3 for each of the 12 missions. These range from straightforward objectives to hidden challenges, rewarding players for strategy, exploration, and mastery. Here is the full list of these new achievements:

  • **Mission 1: Ghosts of the Past: **

  • Ghost of the Past (Brutal) - Complete the mission “Ghost of the Past” on Brutal difficulty.

  • Lost and Found - Locate the secret stash in the mission “Ghost of the Past”.

  • Unnatural Selection - Kill the Incarnate in the mission “Ghost of the Past”.

  • Mission 2: City of Skulls

  • City of Skulls (Brutal) - Complete the mission “City of Skulls” on Brutal difficulty.

  • Xenobotanist - Locate all flora samples in the mission “City of Skulls”

  • King Nothing - Defeat the Marauder Warlord in the mission “City of Skulls”.

  • Mission 3: Ash and Bone

  • Ash and Bone (Brutal) - Complete the mission “Ash and Bone” on Brutal difficulty.

  • Fully Operational - Repair all the abandoned city defenses in the mission “Ash and Bone”.

  • Not a Scratch - Don’t let the convoy take more than 250 damage in the mission “Ash and Bone”

  • Mission 4: Grim Company

  • Grim Company (Brutal) - Complete the mission “Grim Company” on Brutal difficulty.

  • Battlefield Logistics - Fully upgrade the Artillery Tower and recover all supply caches in the mission “Grim Company”.

  • No One Left Behind - Complete the mission “Grim Company” without losing any resistance forces.

  • Mission 5: Veiled Fate

  • Veiled Fate (Brutal) - Complete the mission “Veiled Fate” on Brutal difficulty.

  • Tactical Collapse - Block all 3 pathways using debris in the mission “Veiled Fate”.

  • Guardian Angel - Protect Amara from all damage during the final holdout.

  • Mission 6: Traitor's Bay

  • Traitor’s Bay (Brutal) - Complete the mission “Traitor's Bay” on Brutal difficulty.

  • Live Free or Die - Rescue all prisoners in the mission “Traitor’s Bay”.

  • Their Guns, Our War - Gain control of all enemy Wall Turrets in the mission “Traitor’s Bay”.

  • Mission 7: Darkened Skies

  • Darkened Skies (Brutal) - Complete the mission “Darkened Skies” on Brutal difficulty.

  • System Override - Secure all weaponized platforms in the mission “Darkened Skies”.

  • Ghost in the Code - Complete the mission “Darkened Skies” in under 15 minutes.

  • Mission 8: Destroyer of Worlds

  • Destroyer of Worlds (Brutal) - Complete the mission “Destroyer of Worlds” on Brutal difficulty.

  • Celestial Conduit - Secure all power sites in the mission “Destroyer of Worlds”.

  • Avatar of Destruction - Kill 100 enemies using Arkulus powers in the mission “Destroyer of Worlds”.

  • Mission 9: Dying Light

  • Dying Light (Brutal) - Complete the mission “Dying Light” on Brutal difficulty.

  • Critical Reserves - Secure all supply caches in the mission “Dying Light”.

  • We Keep Them Safe - Complete the mission “Dying Light” without letting any civilians die.

  • Mission 10: Into Madness

  • Into Madness (Brutal) - Complete the mission “Into Madness” on Brutal difficulty.

  • Tear the Veil - Destroy all Eldritch Vortexes in the mission “Into Madness”.

  • Blink and You're Dead - Destroy a Desolator within 15 seconds of it spawning in the mission “Into Madness”

  • Mission 11: Dead Reckoning

  • Dead Reckoning (Brutal) - Complete the mission “Dead Reckoning” on Brutal difficulty.

  • Atlas, Rise - Reactivate all heavy mechs in the mission “Dead Reckoning”.

  • Cold Hard Cache - Claim 2500 or more total resources from neutral structures in the mission “Dead Reckoning”.

  • Mission 12: Edge of Eternity

  • Edge of Eternity (Brutal) - Complete the mission “Edge of Eternity” on Brutal difficulty.

  • Terminal Protocol - Complete all bonus objectives in the mission “Edge of Eternity”.

  • No Time for Eternity - Complete the mission “Edge of Eternity” in less than 15 minutes.

**Backer Rewards: Name a Unit **

A huge thank you to all the backers who purchased the Name a Unit perk through Kickstarter or Indiegogo! Your chosen names have now been added to the game and are randomly assigned to units as you build them. Keep an eye out—you might just spot your custom name on the battlefield. The Create an NPC backer perks are still in the works and will be coming later. We can’t wait to bring those characters to life.

Twitch Drops – Digital Distortion Fog of War:

From August 5 to September 1, tune into participating Twitch streams to earn the exclusive Digital Distortion Fog of War cosmetic through Twitch Drops! Just watch eligible streams while logged into your linked account, and the reward will be yours. Don’t miss your chance to add this unique visual effect to your collection! Click here for the full details of how to redeem drops or enable drops for your stream.

Pricing and Bundle Adjustments:

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🚨 Emergency Hotfix 0.5.1 Incoming 🚨

🚨 Emergency Hotfix 0.5.1 Incoming 🚨

We're deploying a critical update today, June 25 with maintenance starting at 2PM PT / 9PM GMT / 6AM KST (June 26). Expect up to 2 hours of downtime.

⚖️ Balance Updates

  • Stormgate attack priority lowered from 20 to 10. Your units will no longer auto-target Stormgates if enemy units are in your units’ weapon acquisition ranges.

  • Power Surge production speed bonus decreased from 150% to 100%.

  • Power Surge Overloaded production speed bonus changed from -75% to -25%.

  • Power Surge Overloaded speed bonus changed from -75% to -25%.

🐞 Bug Fixes

  • Fixed Therium Purifiers dealing 400 DPS while Power Surged 😬

  • Removed unintended access to Celestial Top-Bar on Broken Crown.

Thanks for your patience – see you after the update!

Stormgate Patch 0.5.0 Patch Notes

Welcome to Stormgate Patch 0.5.0!

Get ready to conquer the battlefield with Stormgates, the all-new evolution of creep camps that shake up your strategy like never before, now featured on the stunning brand-new map Edge of Oblivion. We’ve completely removed the top bar UI from Versus mode to give you a cleaner, faster, and more immersive gameplay experience. Connect with your friends and foes using lobby chat, and jump into action instantly with the new Skirmish vs AI queue. Command your forces like a true tactician with the innovative **Move Line Drag **feature, and feast your eyes on striking new Infernal and Vanguard art.

Play the new patch live June 24, 2025!

Read the full patch notes: https://playstormgate.com/news/stormgate-update-0-5-0

Stormgate 0.4.1 Patch Notes

⚔️ Stormgate Patch 0.4.1 is here! ⚔️ It’s a small one—but mighty. 🕶️ Fixed that moody Fog of War being too dramatic 🔊 Brute SFX toned down (they’ve been yelling enough) 🔁 Replays won’t crash or desync when rewinding 🔧 Early-game desync bug squashed ⚖️ Balance passes across all factions

Your ladder climb just got a little smoother. Dive in! 🛠️ 📜 Full patch notes: https://playstormgate.com/news/stormgate-patch-0-4-1