FALLENSTAR Playtest
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
122 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
122 Sep 2026
| Published | Title | Build |
|---|---|---|
| Beta Update #8 tl;dr: new permanent unlock system, fallen agent system, enemies drop unique items, and more... Summary: The permanent upgrade system was supposed to be replaced with the Augements system, but I realized we needed something more for permanent unlocks. Now you'll be able to find, on planet Terminus, assets left behind by the previous Aetherion research teams, which will increase some stats perma… | 25395211 | |
| Beta Update #7 tl;dr: two new items in shop, lots of bug fixes Summary: The Cortex robots got significantly buffed in the last patch so I decided to add some items to the shop in Grimridge that'll help the player. This includes a new status effect used by the Field Scientist, Deadlock, which only affects robots, and armor penetration for the Leadwarden. Also lots of bug fixes and slight improvements to UI. Ch… | — | |
| Beta Update #6 tl;dr: new tutorial (finally), heavy gunner reworked, control rebinding added (finally) Summary: The old tutorial had to go, it didn't properly teach players crucial game mechanics they need to survive, such as healing, using class abilities, and... actually that's pretty much it. The heavy gunner has been reworked and renamed, now known as the Leadwarden, has a new passive (technically two), a… | — | |
| Beta update #5 tl;dr: big update to save system, armor system rewritten, field scientist changed, minor ship improvement, bug fixes all around Summary: One of my players told me a few weeks ago that they were farming Thrax by killing him over and over, getting the upgrade points, then abandoning the run so they could go purchase upgrades... Well, that's not happening anymore, not on my watch (sorry). The save… | — | |
| Beta Update #4 tl;dr: new pause menu, basic items system implementation, improvements all around Summary: We now have an actual pause menu, designed by an actual UI/UX person (not me) with more to come in the near future. Soon players will be able to edit all kinds of settings like resolution and controls… you know, stuff that should be in every game. The main objective system is a bit more fleshed out, inclu… | — | |
| Beta Update #3 tl;dr Big update to The Cortex and small updates everywhere else Summary: The Cortex is shaping up, as the structure is almost entirely done and some new areas of the biome have been added for you to explore; however, you now have to find the way inside... And that is how I'm introducing the baby steps of the main objective system, so now we know why we're on this stupid planet to begin with. G… | — | |
| Hotfix Feb 18, 2026 A hotfix has arrived Fixes: · The button that opens the door after the roach wave spawning event is fixed. Now if you die and start a new run, the door should work as intended. · Fixed a longtime lighting/shadow bug. This will have no impact on players, however it clears up the Unity cloud dashboard of this error so I can actually see if there are any errors moving forward. · Teleporter icons n… | — | |
| Beta Update #2 Beta Update #2 tl;dr new backgrounds in The Cortex, improvements and fixes Summary: I've added some new backgrounds, effects, and other small details to The Cortex, with of course more coming soon. The goal is to make The Cortex feel like a vast, empty, lifeless void (other than the machines). The projectile and impact system needed some work so I can expand the effects of projectiles, etc, as… | — | |
| Patch Notes: Jan 30, 2026 Beta Update #1 tl;dr some new small features, improvements, and bug fixes Summary: I'm attempting to improve the new biome as well as address some known issues from player feedback from the last build. Some of those fixes and improvements are in, some will be coming as soon as Monday's hotfix, some will be coming in the next patch. The goal for this patch was to give some improvements and fix s… | — | |
| Patch Notes: Jan 19, 2026 tl;dr mostly small fixes and an update to weapon effects Changes: · Enemy spawning fixed (mostly) · Weapon effects updated for all three available classes · Reduced turret range, moved some around so they didn't spawn where player couldn't see them · Reduced damage and explosion range of Shield Trooper missiles · Improved contrast on platforms in the Cortex, more info below · Increased crouchin… | — | |
| Notes for Nov 14, 2025 Updated build for most recent changes, including: · New enemy · Changes to Heavy Machinegun · New ending cutscene · Rigsmit turret deployment changes · +more | — |
| Date | Day | Time | Patch title | Build ID | Branch | Depots | Download Δ |
|---|---|---|---|---|---|---|---|
| 18 Sep 2026 | Fri | 16:22 | Beta Update #8 | 25395211 | public | 1 | — |