Access Steps
Steam
Steam should pull down the changed files; if you ever want to return, do the same as above but select "default."
Epic
Please note: The opt-in (Insider Build) is an early preview of the next update, and you might experience bugs or other issues.
April 10th, 2026 Change Log
AlienGPT
Custom factions now always use the default tech tree, simplifying faction creation
DLC-locked logos and ship styles are now properly filtered out of the faction creator
Leader image generation in the faction creator now loads more smoothly
Added more random behavior to allow for great variance
Fixed an issue where DLC logos could appear twice in the custom faction picker
Controls
F1 through F9 now open bottom bar screens directly (Civilization, Leaders, Policies, Culture, Executive Orders, Achievements, Diplomacy, Artifacts, Bazaar). Existing users may need to reset hotkey settings to pick up the new defaults
Event popups now support pressing 1, 2, or 3 to quickly select and confirm a choice
Gameplay
Pollution Bomb now correctly pollutes only the targeted colony instead of affecting your entire faction
Missile Volley and Antimatter Bomb abilities no longer lock out your other abilities for a turn
Precursor Drive and Precursor Beam no longer vanish from the build list after being used once
Executive orders with explorer restrictions have been loosened, making them available in more situations
Removed duplicate Human-specific versions of the Invite Leaders and Go Faster executive orders
Ship exploration and auto-harvest targeting now pick destinations consistently instead of randomly
Hyperlane travel now ignores distant hyperlanes that would cause extreme detours
Long-distance pathfinding now has optimized search settings when creating a path
Collapsing Ice Bridge event choices now cost credits (100 or 200 depending on the choice) instead of granting free ideology points
Wars of Annihilation now scale their destructive effects dynamically based on the conflict
Fog of war now properly updates for allies when you have an exploration treaty
Adaptive AI is a new gameplay option that helps struggling AI players stay competitive with gradual bonuses that fade as they catch up. Enabled by default in gameplay options
Improvements
Several homeworld improvement bonuses now correctly apply to units instead of the colony
Several Terran improvements (Xenobiology Station, Atmospheric Purifier, Environmental Control Station, Metaverse Node) now have adjacency bonuses and level scaling they were previously missing, making placement decisions more meaningful
Homeworld Event improvements (Hyperdrive Research Center, Logistics AI Hub, Food Replicator Factory) can now be rebuilt if the colony is lost or the improvement is destroyed, as long as you made the corresponding event choice
Starbases and Shipyards
Entertainment Hub starbase module now correctly boosts approval for units in its area of effect instead of colonies
Starbase range bonus from a Human tech now properly applies globally
Starbases and Shipyards now have longer weapon ranges, especially for kinetic weapons which were significantly underperforming
Shipyard and general module building now has an alternate tech prerequisite through Civilian tech
Tech
Added alternative tech prerequisites to several quests, giving players more paths to trigger them
One Human executive order now requires a different tech, better matching its intended unlock timing
Added an alternate tech path to unlock the Singularity Power Plant improvement
Wonders like the Astrolab of the Arnor, Infinite Archive, Grand Menagerie, and New Eden no longer require direct Human tech prerequisites
Graphics
Stability
Fixed crashes in the shipyard and the research screens
Removed redundant Shipyard hotkey binding
Fixed potential crashes related to missing faction data and ship style lookups
Reduced memory usage during turn display, freeing up RAM for smoother gameplay
Fixed potential crashes in the faction creator when selecting logos, ship styles, or station art
Fixed a potential crash related to missing faction data on startup
Fixed potential crashes when game data hasn't fully loaded during startup
Fixed startup initialization order so translations and error codes load at the right time
Hypergate visual effects now properly reset their lighting when initializing, preventing leftover visual effects
Thumbnail generation is now more resilient during game transitions like starting a new game or returning to the main menu
Improved the safety of how the game renders and removes visual elements, reducing the chance of crashes during complex scenes
Added in fixes for potential memory leaks
Fixed potential crashes related to AI decision-making, player stats, the battle viewer, and planet visual cleanup.
UI
Slightly reduced font sizes in large-UI mode for a cleaner look
Tech unlock icon rows now show a single summary icon for ship designs instead of listing every ship individually
Resource-harvesting unlocks are now grouped into a single summary icon
Hovering over summary icons shows a tooltip with the full list of unlocked items
Galaxy view zoom transitions are now smoother, with adjusted camera heights and fade distances for a better visual experience when zooming between views
Fixed the crime indicator color for Ministers to be more readable
Uninhabitable planets now show up in star system summary counts
Galactic resources (like Promethion and Durantium) now show a Harvest button on their context card, letting you claim them directly without manually selecting a starbase
Uncolonized planets now display their planet class and a colonization hint in the context panel instead of being blank
Tales of the Terran Alliance DLC