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Update notes via Steam Community
The first part of the next big update for Desynced is now live on the experimental_ue5 branch. This one’s huge!



  • Added flying, ground values
  • Added Defense block Building
  • Pulse laser increased range/damage
  • Added shoot while moving parameter
  • Added Attack-Move by putting coordinate into turret register (default bound to Q)

- Units with turrets will stop to attack before continuing to move to destination
- Units without turrets will follow turret units to the destination so they stop when combat starts
- Show message 'No combat unit selected to perform attack-move' if no selected unit has a weapon

  • Added damage numbers
  • Added various turrets



  • Added custom icon to blueprints (shown in build menu)
  • Show enemies as red on minimap (by popular demand)



  • Added features like boost on some later buildings
  • Add turret damage types
  • Added dot and slow effects weapon effects
  • Added beam weapon type (railgun…)
  • Added Alliances to faction window (Shared Visibility)
  • Added an internal item to the explorer to better show it has extra capabilities
  • Quick set (default E), to open up first component with action (works on hovered or selected unit)



  • Added two extra tier trilobites and wasps
  • Ask to set from and storage location when turning on transport route
  • Turret "minimum_range" added for some turrets



  • Added Defense Block to basic structures
  • Add damage type to tooltip




  • Adding black background to visual registers
  • Simplified library view
  • Show map state download progress bar on loading screen
  • Moved factory representation in explorables to the title bar, added progress circle for production
  • Changed tutorial message on first start to be clearer
  • Better support of loading UI mods on dedicated server by changing the behavior of some UI module functions when running on dedicated server:

- Make UI.GetRegisteredLayoutClass always return an empty table
- Make UI.GetRegisteredLayoutString always return an empty string
- Make UI.SetRegisteredLayoutClass and UI.SetRegisteredLayoutString do nothing
  • Modified some used input strings to not localize in the UI
  • Forward logging to an attached debugger even if debugging is deactivated (i.e. in a multiplayer game)
  • Avoid crash when Lua debugger is connected while running a multiplayer game and text or an error is logged




  • Remove 60 kb limit for actions by sending them over a custom data transfer channel instead of using actor RPCs
  • Fix for blueprint sorting where order was a floating point
  • Don’t reset work when requesting movement in a component with the force movement flag set
  • Use entity power efficiency when terraforming
  • Moved cable down the tree to smooth out production at end of basic tree




  • Pulse laser increased range/damage



  • Copy parameter values on behavior controllers from the Command Center bot to the deployed building
  • Pause running behavior controllers on the Command Center bot and restart them on the deployed Command Center building
  • Show extra effect name in tooltip




  • Mothership repairs now require items to be put inside the satellite



  • Ask to set from and storage location when turning on transport route
  • Get the parameter names from the faction library when hovering over a component register
  • Added Defense Block to basic structures




  • Skip turrets auto attacking walls first if there is an enemy nearby if controlled by a player
  • Changed wall build time and health to 100 virus/blight (300/500)
  • All bugs hives in the vicinity will be triggered when a large bug hive is triggered
  • Moved cable down the tree to smooth out production at end of basic tree
  • Changed how virus works
  • Fix downloading mods when joining a server
  • Remove right click move/attack context menu
  • Mothership repairs now require items to be put inside the satellite
  • Don't try to read the signal of dropped items
  • Fixed manual targeting of immortal objects
  • Don’t remove resources from the resource bar if they are 0
  • Don’t allow teleporting to another teleporter unless they consider you an ally
  • Aggressive mode fix, prevent enemy waves spawning when a Faction has activated "Passive Bugs" cheat
  • Use entity power efficiency when terraforming
  • Get the parameter names from the faction library when hovering over a component register
  • Fix import of library item (either from local library or clipboard) not restarting behaviors until save game reload
  • Don't show all pings on the host, share pings across factions with shared visibility (alliance)
  • Allow Notify command to use world coordinates
  • Tutorial tweaks
  • Blight Magnifier tweaks
  • Fixed incorrect save-game version check
  • Instructions, Fix for GetInventoryItemIndex, correctly recognise reserved space and locked slots to return the item with zero
  • Fix LUA error when editing a behavior that had a call to a now deleted sub-behavior
  • Fix resource bar throwing errors when switching faction
  • Modified some used input strings to not localize in the UI
  • Fix a components on_update being called twice when it had its activation set to "Always" while there exists another component on the same entity that has activation set to "OnAnyItemSlotChange"
  • Allow the instruction order_transfer to work with docked units
  • Don’t reset work when requesting movement in a component with the force movement flag set
  • Fix for blueprint sorting where order was a floating point
  • Fix for incorrect building boost
  • Fix for function def causing error
  • Reset effect counter when getting with an extra_effect
  • Show extra effect name in tooltip
  • Allow overriding damage table (but it’s gonna change…)
  • Fix for editing registers in blueprint editor
  • Fix for pasting over read only registers


***

The main aim of the experimental branch is for the bravest and most inquisitive among you to get a first-hand experience of the latest game changes and share your impressions with us.

Additionally, you can share your experiences within the community.

How to activate the experimental branch:

Right-click on Desynced in your Steam library
Properties => Betas => Beta Participation => Experimental Branch

Please note that if you want to return to the regular version of the game, you'll need to switch back to 'None' in this menu.


Changed depots in stage_dev2 branch

View more data in app history for build 15628379
Windows 64-bit Depot 1450901
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