Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Diode ArenaEventsPatch 0.11.5
Game update

Patch 0.11.5

Diode Arena · published 20 Aug 2025, 16:01 UTC · build 19670897

All eventsPlayers around this dateRead on Steam

Hi all! We'll be starting to keep patch notes on Steam since we want the development activity to be clearly visible to all. Patch 0.11.5 is just a small update with some notable updates to the damage, heal and shield mechanics that we would like to get out to get some balancing data. Apart from that just another batch of QOL updates and bugfixes, enjoy!

Damage system update

Damage types in Diode Arena have been split in different types:

  • Penetration: damage propagates in a straight line

  • Creep: damage passes via connections to neighbouring parts

  • Explosion: damage fans out in semi-random directions around an impact point

Plasma guns now use creep damage in stead of penetration.

Also made some overhauls for healing and bubble shields:

  • Added an overheal mechanic where all bots can receive temporary bubble shields. These shields decay naturally over time.

  • Heal guns can apply overheal, a new bonus spec will increase the maximum allowed overheal

  • Bubble shields can now regen when active (when the relevant module is equipped) but only after not taking damage for 5 seconds. They can still immediately recharge when de-activated

  • Team base heal will now apply temporary bubble shields

  • Removed spawn invulnerability mechanic (which was also broken), in stead a bot will receive 100 overheal on spawn, decaying at 15/sec. These values will be balanced in the future!

Minor features & changes

  • Introduced simplified builder controls, where the mouse remains free and you use the keyboard to orbit the camera around a center point. This is enabled by default but can be disabled in the options to restore the old builder controls.

  • Added a feature where you can hold down a key to lock camera aim in place and move the aiming reticle over the screen with the mouse

  • Updated models for flight and yaw gyro

  • Added option to add username/password to an existing Steam based login

  • Added option to trigger a password recovery e-mail from the login screen

  • Added a slider to display tech tree zoom level

  • Post-match reward screen will now be displayed for 20 seconds iso 8.

  • Added the ability to send pings on the mini-map

Bugfixes

  • Fixed problem with exploding number of shader variants bogging down build times; full build time has been reduced from 3 hours to 8 minutes

  • Modified team-color reveal to work better with the new free painting approach, i.e. a player with a red paint job in team blue won’t be revealed behind walls to enemies in the red team.

  • Avoid displaying tier twice in the shop

  • Fixed problem with calculation of the reward bonus factor, leading to an almost universal 200% bonus

  • Added a small delay to triggering auto ready since it was so fast it could break level transitions

  • Visibility checks for revealing mini-map arrows and player info tags will now be blocked by smokescreens

  • Name tag sort-order is now based on distance and can change in stead of being determined by join order

  • Fixed bug where activated bubble shields would remain visible after self-destructing

  • Fixed bug where your own heal beams became invisible while in first person view

More from Diode Arena

Other announcements

All events
Game update11 Sep 2026Patch 0.13.9Another fast update to squeeze in more testing and probing into the performance and UI... Minor changes · Added a server data report function to the console for debugging problems with server performance: use the command "serverdata" and paste the data wherever needed. · Added option for VSync · Added reporting info for Edgegap server requests, if the request fails the game will now report why…In-game event26 Aug 2026Patch 0.13.70.13.7 is here bringing a bit of a scattershot of fixes and changes, featuring prominently our nearly finished map, the Dome! We didn't manage to add new weapons yet, they are in active development as I write this update... Main work · The dome map is mostly finished, with only some minor outstanding detailing and of course playtesting! · Further work on overhauling builder UI, restoring featur…In-game event8 Jul 2026Patch 0.13.6Patch 0.13.6 is here with the UI overhaul nearly finished. We wanted to get another intermediate update to allow us to get some more testing in. This comes along with another series of upgrades and fixes... · Massive overhaul of builder UI and in-game HUD · Completely new 3D environment for the menus · Simplified system of modules (WIP) to avoid needing a separate screen to adjust them · Added…