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From Glory To GooEvents0.3 is Live! - Campaign Chapter 1, New Units, A New Map, QoL and More
Major update

0.3 is Live! - Campaign Chapter 1, New Units, A New Map, QoL and More

From Glory To Goo · published 10 Apr 2026, 05:32 UTC · build 22724131

All eventsPlayers around this dateRead on Steam

Hey Everyone,

0.3 is now live! Thanks to everyone who helped to test it and offer suggestions while it was on the beta branch. As always, feel free to provide feedback and report any bugs you come across on Discord or the Steam forums.

0.3 (Content Update #9)

The Campaign (Chapter 1)

  • Chapter 1 currently contains 7 missions, along with some additional defensive missions. Between missions there are also a variety of upgrades for buildings and units, ship customization and world map decisions/construction.

New Survival Map

  • Survey Site Tango - Battle against above-ground Goo structures that gradually spread across the map.

Captains

  • Each captain now has their own unique mecha. In the campaign, they also have their own stats and equipment slot loadouts. I might carry these stats and slots over to survival mode in a later update based on feedback.

  • Warlord: Added 8 new units. Excluding the medic, these can be accessed by upgrading his units from veterancy level 2.

  • Physicist: Gained a teleportation building.

  • Mutant: Gained a short-to-medium-range support walker that can shoot (slap) down projectiles.

  • Hacker: Gained a building that allows construction and power connection separate from your landing pad. It can also move.

  • Admiral: Added +10% unit speed to his starting perks.

  • Savant: Added 2 more level up abilities

  • Rebalanced many captain weapons.

  • Custom captains have gained the ability to add alternative units and lvl 5 captain skills

QoL

  • Added the ability to copy groups of selected buildings and place them in the same layout somewhere else.

  • Added the ability to queue infinite recruitment by right-clicking the relevant unit button.

  • Added the ability to automatically garrison recruited units from recruitment buildings.

  • You can now click the unit counter to select a unit type.

  • If you press the clone button with your cursor over certain terrain a relevant building may be selected. Grass -> Well, crystals -> Drone mine, ore -> Mine, Geyser -> Pump.

  • Clicking neutral camps in the GUI will now take you to their primary structure.

  • Bunkers can now set rally points

  • You can now build connectors over ore

Ship

  • Loss of power now reduces crew efficiency.

  • If engine thrust is in the green, your ship will now automatically try to board wrecks for extra resources.

  • Beam cannons can now be upgraded from all level 2 weapon modules (medium cannons, laser cannons etc). Must still have an adjacent reactor.

  • Massive Cannons fire slower, have more shots, larger splash and use less power to fire

  • Many ship module costs have been rebalanced.

Operations

  • In Colonization operations, you can add modules to your ship after the first mission.

  • Construction points are earned from ship nodes, and after winning a level, a percentage of the cost of all modules on your ship is refunded.

Robots General

  • The upkeep system is now staggered within the same cycle.

Other

  • Added more world decorations.

  • There are now 5 difficulties. The second difficulty, Pioneer, is new. I’ve rebalanced things a bit so the curve is smoother.

  • Increased the biomass earned in each game.

  • Armour penetration now affects turrets.

Stratagems

  • Diamond Drills now provide water from mountains and increased water from both types of accessible terrain.

  • Inbuilt Radar - Warning time 2 -> 3

  • Requisition - Effort 100 -> 150

  • Lighter Drones - Removed production reduction

  • Resistant Materials - Debris boost 50% -> 80%

  • Sonar Vision - Pad vision 50% -> 75%

  • Advanced Optics - Now also boosts sensor towers

  • Iterative Training - Experience boost 20% -> 30%

  • Metallic Transfusion - Increased heal, especially on lower heat

  • Kinetic Dampeners - Thumper range 1 -> 2 (Range modifier description changed so that each unit of range is range in all directions, so this is 2-> 4 on the old system)

  • Crystalline Concrete - Building health 30% -> 40%

  • Added some additional perks to operations

Balance

Some minor changes may be missing from these notes

To better match their per cycle gathering rates, crystal and ore gain will appear lower in the GUI compared to 0.2.3. This is only a change to the GUI values and not their actual gathering rate.

General

  • Power tick was reduced from 4 to 3.33 times per second. This should mainly be felt through increased energy drain while towers are shooting.

  • Adjusted recycler/scrapyard resource purchase costs. 50/100/200 -> 50/125/500

  • The power cost of some towers per shot was increased

  • Increased the damage reduction provided by heavy armour.

  • Burlox cost reduced from 80/2 -> 80/0

  • The Sludge now increases health instead of armour

  • It's now easier for ship gatling gun bullets to be shot down

  • Sproutling detonation damage 10 -> 15

Human

  • Drill Mine 0.26 -> 0.3 ore per cycle per tile

  • Mining Hub 0.44 -> 0.4 crystals per cycle per tile

  • Advanced Drill Mine 1.04 -> 0.6 ore per cycle per tile

  • Processor 2.2 -> 1.5 isotopes per cycle per tile

  • Biodome cost reduced 150/8 -> 120/6

  • Batteries power storage increased significantly 250 -> 2500

  • Machine Gunner now applies slow

  • Machine Gunner removed 2 armour reduction

  • Machine Gunner damage reduced from 5 -> 4

  • Machine Gunner attack time changed from 0.15 -> 0.135

  • Deployable Turret range increased from 1.3 -> 1.5

  • Lancer Team attack time changed from 3 -> 3.5

  • Grenadier attack time increased from 4.5 -> 6

  • Grenadier grenades in volley increased by 1

  • Landmines damage 15 -> 30, added damage fall-off with distance and reduced splash radius.

  • Raised platforms now act like buildings for power and resource connections

Robots

  • Drill Mine 0.37 -> 0.4 crystals per cycle per tile

  • Smelter 0.18 -> 0.2 ore per cycle per tile

  • Nuclear Reactor 0.49 -> 1 isotope per cycle per tile

  • Tacti Droid range increased from 1.5 to 2

  • Tacti Droid cost increased from 80/4/1 -> 90/5/1

  • Aidroid range increased from 1.5 -> 2

  • Sparklock attack time increased from 2 -> 2.5

  • The increased damage-on-target buff now stacks

  • Strike Barge damage reduced from 8 -> 6 (Due to the damage-on-target debuff now stacking)

  • Sky Shredder has improved anti projectile capabilities

Other

  • Resource gain now displays as a decimal.

  • 4x3 control grid

  • Added hotkey display over buttons

  • Added FPS limit and VSync settings.

  • Increased the amount of building stats shown in the GUI

  • Numbers in tooltip descriptions are now highlighted

  • The sound of the Landing Pad thumper is now linked to ambient volume

Bug Fixes

Some minor fixes may be missing from these notes

  • Fixed incorrect veterancy stat gain on load if you have the Admiral's "Starts at level 2" perk

  • Fixed forcefields not gaining raised platform health if they are upgraded from walls while on a raised platform

  • Fixed Skygarden's using an incorrect amount of water if upgraded from Biodomes while under the influence of Life Support

  • Fixed the level 2 and level 3 rocketoid animations

  • Fixed inconsistent status effect durations

  • Fixed being able to create a "savefile.es3" which would break the game

  • Fixed not always being able to double click select buildings on platforms

  • Fixed teleporters not being used to garrison

  • Fixed free habs provided during an operation not handling water correctly if upgraded

  • Fixed resources not disappearing if their path disappears

  • Fixed not being able to toggle the rebuild button if no destroyed building blueprints exist

  • Fixed the GUI breaking if demolishing a large number of ghost blueprints

  • Fixed unit voices recycling on to the wrong unit if a lot of units have been killed

  • Fixed Plasma Cannons missing their target

  • Fixed overwriting with the same name causing some data corruption

  • Fixed buildings flashing if only connected via walls and gates

  • Fixed units being commanded to hold and then move to formation getting stuck

Map Editor

There is still work to be done to improve the GUI and documentation for these new features.

  • Added map triggers in the editor.

  • Wave size can now be separated by difficulty.

  • Added a graphic to select specific wave spawn points on each difficulty and wave

  • Added decoration placement.

  • Added an indicator for the world position and grid of your cursor

Modding

  • You can now adjust the pixel size of custom unit sprites, allowing for more detailed sprites. In the folder where you would normally place the "idle" state folders, create a size.txt file and in it enter the % adjustment where 0.1 is 10% and 1 is 100% etc.

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