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
Space Imperia 4XNews4 Aug 26 Patch Notes
In-game event

4 Aug 26 Patch Notes

Space Imperia 4X · published 4 Aug 2026, 23:15 UTC · build 24561023

All newsPlayers around this dateRead on Steam

Commanders,

Big patch today! Specifically, an update for the 'large' UI which was objectively overlooked before launch last week.

Steam Deckers in particular: the best way to launch Space Imperia is to force Proton (Space Imperia 4X -> Properties -> Compatibility -> Force the use of a specific steam Play compatibility tool -> Select the latest version of Proton). We're unable to set launch OS from Steamworks (as far as we can tell!). Let us know any additional feedback on the layout or anything else in the discord!

SI4X Discord

FIXES

  • Combat froze when an AI point defense ship could only legally shoot at fighters

  • Alien targeting bugs should be fixed now - sorry for these, I know it's annoying, I never kill aliens in base game lol

  • The Doomsday Machine gets both of its attacks in the client's shot count, which was leaving battles on an endless, restarting dice roll

  • A Doomsday Machine or alien that started the battle is drawn on the attacker row instead of the defender row

  • You can no longer be locked out of your own screening step with no legal action left

  • Fixed issue with Fighters getting movement tech which was preventing combines

  • Decoys can combine now

  • A Carrier moves its Fighter Squadrons at its own speed, a slower squadron no longer caps the group

  • Fighter Squadrons no longer show map movement arrows

  • Fixed multiplayer broadcast issues

  • Board rotation is now saved per game, not per client

  • Clicking research twice quickly in the tutorial no longer hard locks it

  • Economy menu can now scroll for colonies to build from

  • Scrolling the fleet list to either end no longer zooms the map underneath

  • Codex now says Terraforming is fitted to the Colony Ship rather than the empire, ships built before you bought it need an upgrade at a Shipyard

FEATURES

  • Multi-select without the keyboard: selecting a ship puts a small toggle on every ship in that hex, and CTRL+click still works exactly as before

  • Selecting a Carrier sweeps up the Fighter Squadrons in its hex, and an over capacity group warns and splits at submit rather than silently refusing to plot

  • Large UI scale is usable and optimized - open to feedback here but it is now objectively better than before

  • Menus can now collapse to give more screen space

  • The selection console's action keys show controller glyphs on a gamepad

  • Fonts render correctly now at every size

  • The economy build rows carry weapon class, ATK and DEF the same way the tech console does, so you can compare hulls in the econ menu and not the tech menu

  • Exploring into a black hole plays the full swallow sequence

  • Multiplayer turn timers v2: for new games: I updated these in bulk, check out in game for a new 'how multiplayer works' section to explain it - this is open to any and all feedback, let me know in the discord!

  • A game nobody is playing ends as a forfeit after a full round with no human action, rather than grinding on auto submits forever

More to follow on account progression and Season 0 - bugs are stabilizing and I have some time to give those final thought. Thanks for everyone's feedback and a great launch week thus far!

Brett

More from Space Imperia 4X

Other announcements

All news
In-game event4 Sep 2026v1.0.1520 Patch NotesCommanders, Finally getting this patch out! I had targeted last week, but things got very busy with work and travel. I didn't want to push a bigger patch and then not have the time to monitor for any issues. Carrier Screening Carrier screening was incorrectly implemented and this is now correct per the rules: they are inherently screened by friendly fighters; they can themselves screen; if any…Game update22 Aug 2026Hotfix v1.0.1466FIXES · mines were carrying hidden tech, blocking them from being combined · some large-UI layouts were clipping · fighters' shots against doomsday machines were allowed by the UI but rejected by the engine (DMs are immune to fighters) · fixed issue with passing in combatGame update21 Aug 2026v1.0.1459 HotfixFIXES · alien scenario player color issue · retreated-into black holes were not triggering death rolls (at least in multiplayer) · combat HUD regression on large layout fixed · ranked timebank starts at 36h not 48h