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
SwarmdustryNewsSwarmdustry will participate in Steam's Next Fest!
Community

Swarmdustry will participate in Steam's Next Fest!

Swarmdustry · published 5 Jun 2026, 18:00 UTC

All newsPlayers around this dateRead on Steam

Hi everyone,

As Steam Next Fest is approaching fast, over the past 2 weeks I've been focusing on mostly bug fixes and preparing the demo to be in the best state it can be in. As of now, we'll be in a code freeze and no more features will be added to it until after the event is over. I don't want to risk 'fixing' something that might break other things.

Now that the demo is as polished as it gets, it is time to shift focus on the full game. It's been maybe half a year since I last played the full game. So last week I spent 3 whole evenings building a small base. This is what it looks like:

I'm afraid snatchers might be a bit too OP. The fact that they eliminate the need for energy infrastructure for defense, mining outposts and smelting arrays may be a bit too much. Then again, I also spent thousands of hours on this game and know the best strats (and also used cheats :)), so maybe it's best to gather player feedback during early access on this one.

Anyway... I've discovered quite a few issues but nothing game breaking at least. Just a lot of tiny little bugs that add up just enough to make the experience frustrating. For example, building that whole outer acid pod layer of defense with copy paste and drones was very annoying because when you have let's say 6 turrets in your blueprint, then their green attack range circle stacks and renders over the turrets which are also... green. So it was very hard to see what the heck I was doing.

Another thing was drones. Drones are not part of the demo, and tbh when I was playing last week I kinda forgot how they work. And this turned out to be a very good thing because it put me in the shoes of a new player, not the usual shoes of a dev who knows the ins and outs of every mechanic. Which means I have to add some indicators to make it clearer how they function. For example, I set up drones to be on standby to repair buildings if they're damaged. But for some reason, instead of picking repair kits from the closest supply chest, they went to the other side of the base to pick them up. I may or may not have implemented a sort of 'logistics network' like in Factorio and that could be the reason. I vaguely remember writing a piece of code that if the covered area of 2 construction bays touch, then they share supply chests. But I didn't write any UI indicator to show that those 2 bays are linked.

Yet another thing is enemy scaling. In this game enemies are supposed to evolve from 1 to 100 on some arbitrary scale. At certain thresholds they get upgraded weapons, towers, waves get bigger etc. But after playing 6 hours on default settings, they only reached a scale of about 2... So my defense layer was kinda overkill for the poor little Small Brutes that tries to break through. So add another balancing issue to the list.

So anyway, all this to say that the meat of the full game is there. It just needs to cook more. Right now it's a bit raw, but once it gets to rare or medium rare, I'll open up a private playtest with some of our Discord users. In the meantime, hope you guys have fun during the Next Fest!

That's all for today! Next blog I'll probably talk about Steam Next Fest results and a UI modernization because let's face it, the current UI makes the game look very amateurish.

More from Swarmdustry

Other announcements

All news
In-game event13 Sep 20260.5.2 Patch Notes - Combat balances0.5.2 patch notes: * Fixed the Swarm sometimes attacking itself. * Resource clusters on the map now show total amount of resources. * Worker bays now distribute workers to the workstation with the lowest amount of workers so that workers are distributed more evenly instead of stacking up one workstation at a time. * Dragging on the map with the mouse and WASD should now feel smoother at all zoo…In-game event3 Sep 20260.5.0 Patch Notes - Tutorial rework0.5.0 Patch Notes: * Completely reworked the tutorial. Tutorial is now divided into 4 levels, each explaining one or two core mechanics of the game. EXISTING TUTORIAL SAVES WILL NO LONGER WORK. More info below the patch notes. * Fixed an issue related to manually crafting items with x2 intermediary ingredients * Rebalanced some mid to late game recipes and techs. * Green DNA yields 2 instead of…Game update23 Aug 20260.4.20 Patch Notes0.4.20 Patch Notes: * Fixed an issue where modules could result in weird behavior when replaced with other modules directly. * Fixed an issue where with enough random clicking you were able to mess up module stacks where they would eventually end up stacking as 1 instead of 5. * Fixed an exception caused by a null localization string. * Fixed an exception that happened when trying to deselect a…