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Diode ArenaEventsPatch 0.12.2
Game update

Patch 0.12.2

Diode Arena · published 17 Feb 2026, 15:37 UTC · build 21969159

All eventsPlayers around this dateRead on Steam

This update entails a bit of a kink in the road as we adjusting the game towards a marketable online game, we were mainly busy simplifying progression and UI controls.

We should see a lot faster progress in the future with a lot of new helping hands on the team, but in the mean time we also have a few brand new weapons...

Demo becomes playtest version

We’ve decided to close the publicly available demo for Diode Arena in favor of a playtesting program, this allows us to hand out a controlled number of playtesting versions via Steam, which we believe will serve us better in marketing and building a succesful release for the game.

Progression simplification

After a lot of feedback and deliberation we decided to overhaul the system of currencies and unlocks in Diode Arena to make for a much more straightforward system.

  • Silver and gold vouchers designed to unlock 1 specific thing have been fully removed from the game

  • The game now tracks total XP which contributes to levels. Every level-up the player gets specific rewards, some guaranteed, some random.

  • The game now relies on 3 main currencies:

    • Diode credits: earned freely trough play and used to buy parts

    • Tech coins: earned trough level-ups, used to unlock technologies

    • Vouchers: generic premium currency used for cosmetics and special unlocks such as garage slots, some can be earned at random from level-ups.

  • All items in the game will be available for purchase for some combination of these 3 currencies, in particular garage slots will now cost a growing number of vouchers depending on the number of slots already owned.

UI Overhaul continued

  • Logging in will pass the player straight from the main menu into the battle (previously deploy) menu

  • In order to simplify the menu flow players will no longer be allowed to delete their last bot, you must always have at least one

  • Menu context tabs will now all be displayed at the top of the screen in stead of mixing top and left side bars

  • The overhaul is not yet finished! In particular we’re still working on…

    • A career/progression page for viewing XP, rewards, levels, owned items etc.

    • A store page which will feature cosmetics, skins and other IAPs

    • Many more style fixes

    • Debugging

New map and 1v1 mode

We have added an experimental new 1v1 game mode for private (custom) matches and a small map to go with it. This new map is also an experiment with using Unity Asset store assets to speed up environment design time

Minor changes

  • Added a flamethrower weapon

    • Flamethrowers do a lot of damage in short range and set target on fire

    • On-fire targets will continuously take damage, this damage affects outer parts first and travels in towards the core

  • Added a minigun weapon

    • Alternative to the plasma guns that has a higher rate of fire at the cost of increased bullet spread and slower swivel speed.

  • To accomodate the new UI a lot of in-game reward calculations have been overhauled! There is also a new score screen which gives accurate information about level progress

  • We have removed Bakery lighting and returned to default Unity URP setup for lighting, this should help to simplify and speed up development as well as reduce download siwe, although we might have remaining lighting issues in the short term.

  • The final phase of elimination will now have a timer to push players to finish the match and add a finish condition in case all remaining players have been crippled

  • When dying in elimintation mode, rewards will be awarded immediately similar to free mode. This means you don’t have to wait until the end of the match to receive play rewards. Rewards will be calculated assuming a loss though, so you only ‘win’ elimination by making it to the end.

Bugfixes

  • Level border walls now use a new simple shader that lights up with proximity to the active camera. This is replacing an older deprecated approach which has been broken for a few versions leading to invisible walls

  • Discovered a bug where projectile buffer could overflow and leave dangling visuals that last forever, e.g. rockets that phase trough everything and fly off to infinity. A new check will now make sure to delete the old projectile visual.

  • While overhauling menus, discovered a bug where adding a email and password to an existing account would not use the correct input field for password and thus not work

  • Fixed bug where undoing a part deletion would not trigger the correct part count/purchase logic, leading to negative part counts

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…