Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
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
NewsSteam's own announcements 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 festsUpcomingPatchesNewsRecordsTrendingSignals
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
Distant Worlds 2: Factions - Ikkuro and DhayutNewsThe Anniversary Update is now available
Community

The Anniversary Update is now available

Distant Worlds 2: Factions - Ikkuro and Dhayut · published 7 Aug 2025, 13:04 UTC

All newsPlayers around this dateRead on Steam

Welcome back, today we're happy to announce that the Anniversary Update is now available.

Below you will find the latest and greatest information on Distant Worlds 2TM. Information in this document supersedes that in the official game manual.

Troubleshooting:

Ensure that your system meets the minimum system requirements. These are found in the game manual.

Also, ensure that you have the latest video and sound drivers available for your system. The vast majority

of reported problems are resolved by upgrading all drivers to the latest versions.

If you are still experiencing problems with the game, please use our Ticket System or post in the Distant

Worlds 2 Support Forum. Please provide as much detail on your issue as you can.

To obtain optimum game performance, close all other applications before beginning a game.

IMPORTANT NOTE: If you still experience crashes, please try the new DXVK rendering option in the

game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to

DXVK. DXVK should also be used together with SDR (rather than HDR) for best results. This will likely

resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does

not launch, please note there is a command line option to switch back to DirectX 11. To use add /use-

dx11 as a command-line argument to DistantWorlds2.exe.

Change History:

v1.3.1.1 – 7th August 2025

This major update focuses on crash fixes, improvements to fleet behavior, ship designs, and

independent colonies, as well as various data fixes and miscellaneous changes based on feedback

from the Tactics Update. In addition, this update includes a special new event chain to celebrate

Slitherine’s 25th Anniversary and a small thematic easter egg for the occasional independent

freighter.

CRASH FIXES

• fixed rare crash when encountering independent colony

• fixed rare crash when processing construction yards

• fixed a number of crashes

• fixed rare crash when starting area weapon blasts in a scene

• fixed rare crash when generating a new game

• fixed crash when resolving list items

• fixed rare crash when picking up debris

ANNIVERSARY CONTENT

• added a new anniversary story event to celebrate 25 years of Slitherine and Matrix Games

• added a new anniversary variant freighter texture for one independent freighter

GRAPHICS IMPROVEMENTS

• fixed faulty rendering for some planet types

GALAXY SETUP

• empire starting location is now more accurate (specified in Start New Game screen)

USER INTERFACE

• fixed Enemy Targets list filters sometimes not working properly when filtering by empire

• changed default system badge display level to Enhanced (was Basic)

VIEW LOCK FEATURE

• view lock now properly retains lock when ship or fleet enters or exits hyperspace

• ship or fleet now smoothly locked with camera (no jiggle when zoomed in)

INDEPENDENT COLONIES

• enhanced independent colonies to have more detail: more natural features that provide bonuses,

ocassional defending troops, ocassional facilities of various sorts

• improved intro text for first contact with independent colonies so that highlights unique items at

colony

FLEET BEHAVIOR

• fixed additional situations where empire bonuses were sometimes being applied twice to ships in

a fleet

• fixed weapons often not using correct repeatable values from tech tree while in combat (e.g.

extended weapon range)

• automated fleets now better at choosing best repair/retrofit yards, e.g. preferring spaceports (with

many yards) over colonies

• further improved fleet responsiveness when intercepting incoming enemy fleets

• fleets intercepting incoming enemy fleets will now coordinate with each other so that more distant

fleets drop off when closer fleets are available to intercept

• fleets attacking creatures are now more careful about evaluating other threats at same location

and will not auto-assign attack when breaches retreat conditions (assuming location is visible and

threats are known)

• fleets and ships now more careful when evaluating Hive threat for attack

• improved fleet willingness to refuel prior to repairs when necessary

• fixed invasion fleets sometimes attacking targets outside their engagement range (but will still

attack targets of opportunity in same system even when outside engagement area)

SHIP BEHAVIOR

• improved evaluation of attacks against threats for ships outside fleets so that more careful to

avoid attacks against locations with many enemy targets unless can coordinate other nearby

ships to assist

• added new empire policy settings to control how ships outside fleets evaluate attacks against

enemy targets in both offensive and defensive situations (Minimum Attack Level for Ships,

Minimum Defend Level for Ships)

• more careful to cancel all incoming missions for enemy ships when conquer one of their colonies

(colony ships loading population, load troops, refuel/repair/retrofit for military ships)

FUEL TANKERS

• fuel tankers in fleets will now consider refuelling their fleet ships even when inside dangerous

nebulae (e.g. ion storms) that they are not designed to handle, as long as the tanker is already at

the same location as the fleet and is not disabled

SHIP DESIGN

• removed PreferredWeaponComponentIds from all races (Races.xml) so that ship design and

research is not influenced by these settings. These could interfere with the component policy

settings, causing some confusion. The component policy settings are now fully authoritative

when guiding the ship design automation.

• improved manual upgrade of ship and base designs (Upgrade button) so that engine symmetry is

honored and upgrade process attempts to keep upgraded components in the same bay if

possible (i.e. when new component fits within maximum size of existing bay)

• ensure that manually-designed ships and bases with hangar components always use at least one

external hangar bay so that ships and fighters can properly enter and exit the hangar

• improved selection of shields for automated ship design by tweaking evaluation of some shield

values

• fixed incorrect display of some shield component values where lower values are better

(Penetration Chance, Penetration Ratio)

• improved auto-design for fighters so that will now dispense with fuel tank in favor of second

reactor when required to fulfill power needs

• improved auto-design for fighters so that more likely to add further engines when possible

• automated designs for Spaceports and Defensive Bases now also includes shield recharge

energy requirements when determining how many reactors to add, thus being more likely to

avoid insufficient power output during battle

• tweaked automated Defensive Base designs to typically have more shields and armor

• automated designs now more likely to include countermeasures and targeting components, even

when hull has inbuilt countermeasures and targeting (when components provide better values in

these areas)

• when manually designing a ship or base with a ship hull that only has internal hangar bays then

disable rule requiring at least one external hangar bay to be filled by construction yards, docking

bays or fighter bays

RESEARCH

• reduced research point bonus from Research treaties to 10% (previously 20%)

• removed PreferredWeaponComponentIds from all races (Races.xml) so that ship design and

research is not influenced by these settings. These could interfere with the component policy

settings, causing some confusion. The component policy settings are now fully authoritative

when guiding the research automation.

ALLIANCES

• fixed empire offers to end wars with alliances not properly displaying Alliance Vote screen to

consider offer

• fixed empire offers to end wars with alliances not being properly evaluated when diplomacy is

automated

BASE CONSTRUCTION

• Queue Base task buttons now use more precise determination of whether target is within

construction ship fuel range

USER INTERFACE

• ship damage report now shows more precise level of hull damage when nearing 100% health,

thus making it clearer when a ship needs repair

HIVE THREAT

• greatly improved Hive fleet ability to mine fuel, thus making the Hive more readily available for

attack missions (all capable Hive ships will now mine for themselves and all ships mine faster)

DATA

• adjusted independent freighter ship hulls

• corrected an issue with the Boskara slave world event

• various data fixes to government biases

IKKURO / DHAYUT DLC

• story event typo fix

ATUUK / WEKKARUS DLC

• fixed texture issues for some Wekkarus ships

• story event typo fix

The Galaxy lives on.

WISHLIST NOW:

More from Distant Worlds 2: Factions - Ikkuro and Dhayut

Other announcements

All news
Community2 Sep 2026Dev Diary #3 – Lone PirateThe Shadows Rising expansion for Distant Worlds 2 introduces a completely new game mode: Lone Pirate. You have a single ship, travelling the stars. You have no bases or other ships. You have the freedom to pursue any path you choose: · Simple trading of in-demand resources across the galaxy · Action-packed raiding and combat to loot and pillage, or to acquire new ships · Stealthily perform cont…Community19 Aug 2026Dev Diary #2 – Pirate FactionsSee our second dev diary for an explanation of Pirate Factions, the Age of Shadows, and their unique gameplay. What are Pirate Factions? Pirate Factions in Distant Worlds 2: Shadows Rising are space-based Empires which function differently in many ways from the more typical planetary Empires. While we also had playable Pirates in Distant Worlds 1, we’ve done significantly more with them in Dist…Community5 Aug 2026Dev Diary #1 - An introduction to the upcoming DLCWhat is a Pirate? What is a Pirate? In Distant Worlds 2, the term Pirate refers to a variety of space-based survivors of the cataclysm that ended the last Great War against the Shakturi, who are willing to do whatever it takes to survive. Some are more focused on trade and espionage, others on raiding and fighting, some prefer a mix of everything. Living in space across generations has been ver…