NebuLeet
Playing now
4+1 vs. yesterday
33%of peak
All-time peak
12Playing now
4+1 vs. yesterday
All-time peak
1213 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| In-game event | Update 44 This update brings incremental improvements to the game. Some new content, some balance tweaks based on more playtesting. The campaign changes may seem minor, but they do improve the Ensis campaign route feel. · Content : new music track in space · Content : new weapon (Magenta) · Content : new pilot haircut · Content : new trait (+5 mine spawner ammo) · Content : new politic option · Content :… | — | |
| Major update | RPG protagonist update (v1.0.43) This update brings more RPG elements to the game! There is a new starting mode that allows you to create a custom starting pilot: This allows you to customize the appearance and type of your first pilot (mercenary or android): But that's not all, this pilot will start with two unique traits: versatile and loyal. The versatile trait decreases the traits reroll cost significantly, meaning you can… | — | |
| Steam news | The demo is out! The demo is finally back! It is very close to the full version of the game, with only few limitations: · The max day is 350, meaning you can mostly play early-mid game content in campaign · No MacOS support (only Linux + Windows) · No Steam achievements · No Steam workshop integration Both last points are more like a technical limitation of Steam API - demo and the game itself considered to be… | — | |
| In-game event | Update 42 The next update is being deployed! A new weapon family is available: repair weapons. Those require a very skilled pilot to be used correctly, or a carefully crafted program of course. The mercenary pilots will use it sparingly, and usually to repair a leader exclusively, so keep that in mind. The repair has doubled effect on droids, repairing more HP per shot. I am planning to add repair drones… | — | |
| Sale | Indie Snowball is here! Indie Snowball event is on! NebuLeet is going to have a discount during this event. Make sure to check out other indie games from this sale if you are into indie games. And by the way, the next patch is almost ready. I will need some extra time to test it, but otherwise a new weapon pack is almost ready to be deployed. | — | |
| In-game event | Update 41 This update brings some new weapons and artifacts, some of which unlock a new depth that will be explored further in the updates yet to come. > Make sure to update your game to v1.0.41 Changelog: * Difficulty level now affects allied and enemy pilot INT-related behavior ("smartness") * Added Mendokusa-II weapon * Added Wraith Gun weapon * Added 3 new artifacts (keeping those in secret) * Added… | — | |
| Major update | Live Music Coding update Build 40 is here! Playing sounds from the code As some of you might know, the game uses a custom modular music player. It plays music directly from XM files. Apart from saving a significant amount of disc space (e.g. 200kb vs 4-5mb per track), it also has synthesizer potential. This update elaborates on that potential by introducing a way to use that modular music player from your in-game progr… | — | |
| In-game event | A New Year's special: MacOS support This update brings experimental MacOS support! But wait, there is more! I added a new secret (and optional) boss to the campaign. In order to fight it, a couple of preparations must be made by the player - and it's up to you to solve that mystery. In addition to a great in-session rewards for that fight, you also get a 100% sandbox items unlock, meaning it is the best way to fill the missing it… | — | |
| In-game event | Mad weapons pack update If you enjoy using and/or programming a non-trivial weapon, you're going to like the new toys. Content: * Added Plasmaflare weapon - a dangerous engine that leaves a deadly trail, also allows strafing * Added Plasmaflare drone launcher weapon * Added Minecaster and Mega Minecaster weapons * Added Minecaster drone launcher weapon * Added 3 new body parts * Added 1 new wing parts * Added 2 new Cu… | — | |
| In-game event | An in-game manual + better difficulty progression? Hello, fellow commanders! These few days were dedicated to the most common feedback points so far: difficulty and lack of a comprehensive tutorial. Game Difficulty Here is how the difficulties were affected: 1. The first ("normal") difficulty got significantly easier 2. The second ("hard") difficulty is now slightly easier 3. The third difficulty is more or less the same Also keep in mind that… | — | |
| In-game event | The patches are flowing in! The latest version is 1.0.13, make sure to update Just letting you know that I'm receiving the crash report sent by you from the game. I usually address them in a few hours (some time to notice it, fix it, and then upload the fix). I am also trying to address the lack of tutorials and onboarding issues. It's not a simple process as I don't want to make the game insisting too much on teaching yo… | — | |
| Steam news | Game is released! I didn't have enough time to make an announcement before or right after the release, so I guess it's better to do it now than never :D I read all the reviews, discussions, and some private messages from the players - the stuff I heard about is partially fixed, partially scheduled for the future. Some updates after v1.0: * The windowed mode is now much more usable, with scaling and all * Fixed m… | — | |
| Community | Devlog 6: operation pre-release This is the last devlog before the release. It will be less detailed, but I will try to highlight the main changes happened since the previous devlog. Campaign: · Fenero is now a full faction, participating in wars, etc. · Added starting vessel metaprogression (can use previously unlocked parts) · Added "Cult Resistance" mission as another way to counter the cult influence · Added a couple of n… | — | |
| Community | Devlog: roadmap status update 5 The release is getting closer! I am planning to ship the v1.0 version of the game on 3rd of December. It's not going to be a GOTY-level edition for sure, but I will follow it up by updates to make it real good. Programming Reworked vessel-vs-drone handling in several commands. Instead of having a kludge YES/NO parameter in some and special mode in others, a new FILTER prefixing command can be u… | — | |
| Community | Devlog: roadmap status update 4 This is a status update for the public roadmap . (I may get tired from this mantra eventually) This devlog was a tough one. For starters, I had to decide whether to go with IIII or a proper IV. You know it takes time to edit those post templates, right? With the hardest part behind, let's proceed to the changes made during these two weeks. Steam Workshop : you can send your sandbox vessels to t… | — | |
| Community | Devlog: roadmap status update 3 This is a status update for the public roadmap . Please keep in mind that I haven't updated the demo. These devlogs are a way to fill the gap between the demo and the game that is about to be released in a month or two. I may update the demo if there is enough spare time after the main release is done. Equipment : added 4 more weapons. Hydra: a split-missile launcher. Fan cannon: a direct upgra… | — | |
| Community | Devlog: roadmap status update 2 This is a status update for the public roadmap . Content : added new weapon with unique mechanics "guided", more weapons with this mechanic will come. New campaign missions and interactions. Factions : added a Faction starting option. Play as Radix, Ensis or Cerebra hired mercenary. They have different end-game goals, starting bonuses, and gameplay-affecting effects (like different period scori… | — | |
| Community | Devlog: roadmap status update This is a status update for the public roadmap . Content : added more weapons and other equipment parts in the tech level of 18-22. The max planned tech level might decrease to 25 given the amount of items we have for the game already. I still need to add dozens of items to fill 23-25 (end-game) item levels. Save-load : implemented, including the auto-saving system and limited saves game mode f… | — | |
| Community | Release roadmap announcement Since the demo is out, some of the players might wonder, how different the final game would be. What will be added and what's out of scope of this game is a valid question to ask. Here is my attempt at clarifying some things. This list may not be 100% accurate, but it's as close as it gets to my understanding at this exact moment. Overall, I am planning to make the Campaign better by adding mor… | — | |
| In-game event | Demo 8 - a significant content update & rebalance This update brings lots of new content, balance changes, and new mechanics! Featured changes: · A research system. Many things are unlocked or improved via research tree · A better flagship base building. Most modules are now upgradable (need to be researched first) · Government quests - an extra source of missions if you have good reputation with a faction · Pirate root - be their ally or make… | — | |
| In-game event | Demo Build 7 Added extra on-pause UI: This new interface allows several handy features: · Jump to a vessel by clicking its button (0-9 hotkeys work as well) · See vessel status - OK, Escaped, KIA, Arriving, HP level · ETA time for the arriving vessels is displayed · Browse a short vessel info (hover to get a tooltip) · Can switch the team focused by pressing left/right arrow buttons (located at the top) · Q… | — | |
| In-game event | Demo Build 6 The main change of this patch are persistent bosses. They will exist on the map until you defeat them. Unlike other enemies, they don't have a randomized behavior - they have a special program written for every one of them, just for their vessel. For now, there are 6 types of bosses (more to come!) I tried to make them challenging and interesting to fight. Just don't hesitate to press the "rest… | — | |
| Esports | Dev stream: spaceship design/programming session I am going to go LIVE in about one hour, give or take :D The stream agenda is quite simple: · Make a somewhat efficient space vessel design · Program it to become competitive · Then create a manually-controlled vessel and try to beat it The programming part of the game is one of the least covered parts right now. I am going to address this issues today! The stream will (hopefully) be accessible… | — | |
| Community | Vessel Design Contest The game has a Creative Mode now, so it's time for us to have a vessel design contest! Create your vessel designs in the game, then share them as screenshots: ☑ If you need more than 1 instance of a certain part, right-click and "clone" it ☑ You can rotate/mirror/paint the vessel parts! ☑ You can post more than one screenshot ☑ The vessel doesn't have to be fully functional and/or pragmatic 1.… | — | |
| In-game event | Demo Build 5 This update brings several big features. A new sandbox (creative) mode allows a freeform vessel creation and matchmaking. It lacks some features and QoL stuff, but it's a start. It is also a good place to experiment with your programming. The second big change is software unlock system. Instead of dealing with a randomized tech tree, you now have a learn-by-example system. Sandbox Mode The sand… | — | |
| In-game event | Demo update 4 After doing some extensive playtesting and getting feedback from the players , I am pleased to present a new demo update. Content: · Planet random events/status effects · New NPC vessel classes - Destroyers, Carriers, Fiend · New equipment: weapons, body parts, drones, and more! · More high-level encounter lists · Reputation has additional gameplay effects now · More pilot behavior packs · New… | — | |
| Game update | Destroyer-class vessels The upcoming update will introduce a new NPC vessel class - the Destroyer. Combining the offensive power of Fighter and armor-focus of a Guard, the Destroyer is one of the most dangerous dominion vessel you can encounter. There are several tiers of Destroyers, but even the weakest destroyer can be problematic for an unprepared fleet. Here are some designs I made for Destroyers: | — | |
| Steam news | The Next Fest demo is out! The demo is out ! Go ahead and play it out, then tell me about your experience . The demo has content for 4-10 hours of gameplay, depending on what you want to achieve, or more if you try to explore the programming side of the game to its fullest. Here is what I am going to focus on while working on a final release of the game: · Final missions that will conclude a run · Better onboarding and e… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.