Patch Notes • Version 0.31.03 Development progress from February 2026 – April 30 2026
This update introduces the Module Set Effect system which is a major new gameplay layer where equipping matching sets of modules activates powerful bonus effects for your turrets and heroes.
Whenever you obtain modules by completing missions, opening item caches or crafting, each module will now carry a set effect that accompanies its main stat modifier.
Set Effects are activated for each turret or hero by equipping the required number of modules with the same set effect. Currently active set effects are displayed for your turrets/heroes in the Equipped Modules panel in the Workshop (for turrets) or Staging Area (for heroes):
The effectiveness of each set effect is determined by the effect’s tier (ranging from Tier 1-5). If you equip modules with the same set effect type but with different tiers, the lowest tier’s bonus will determine the actual activated bonus value.
Armor Piercing
Requires 2 modules to activate
Penetrates a portion of enemy armor on hit.
Compromise Defenses
Requires 3 modules to activate
Reduces enemy defenses for a limited time; affected enemies display an orange color tint for the duration of the debuff.
Critical Strike
Requires 3 modules to activate
Adds a critical hit chance bonus to heroes and turrets.
Critical Damage
Requires 3 modules to activate
Adds a critical damage bonus modifier to hero and turret stats.
Inhibit
Requires 2 modules to activate
Suppresses enemy attack damage for a limited time; affected enemies display a green color tint.
Material Capture
Requires 3 modules to activate
Provides bonus credits from enemies that are destroyed by the turret/hero
Shield Breaker
Requires 2 modules to activate
Adds bonus damage against enemy shields.
Autorepair
Requires 3 modules to activate
Provides passive repair over time.
Certain Set Effects also trigger via Hero Skills the damage enemies such as Iris’ Stun Mine, Disruptor and Hank’s Shockwave, Leap Strike, Pulse Field.
Critical Hit Chance and Critical Damage Bonus stats added to Turret Stat and Hero Stat panels in the Workshop and Staging Area to help previewing stat changes easier and more complete when outfitting your units.
New Shielded Enemy types implemented
Shield Breaker set effect deals bonus damage to shielded enemies.
Damage Numbers and Status Effect text are now displayed during battle. These are switched on by default but may be disabled as well.
A new Gameplay Settings Menu was added with a “Show Damage Numbers” and “Show Status Text” toggle, so you can switch these display options on and off based on your preference.
Optional Hero Movement control via Directional Keys and its Keybindings added
This was a requested feature for players that prefer to move the hero using the keyboard.
The primary/default hero movement method is still via the right mouse button.
Quick Recycle Enhancement:
Multi-select now supported when recycling modules.
Enemy Attack, Defense and Durability values were rebalanced to account for the introduction of Module Set Effects.
Right now, I’m still working on new enemy units and the boss encounter for Act 2, together with completing and fine tuning missions 6 to 8.
Endless mode for the first 2 acts is also still in progress. Particularly the reward system. I want to get it done right in such a way that it poses a good challenge but is still rewarding enough that you’d want to beat the higher waves to unlock equipment to better position your turrets/heroes for success in the next act(s).
The Early Access release for Decimation is tentatively set to June 2026. This will be the goal, but the date may still change as I don’t want to release into EA if the game isn’t ready yet.
I plan to run a limited playtest before then to be able to iron out any bugs, so please stay tuned for the announcement if you’d like to join the playtest.
A huge thank you goes out to everyone who provided feedback and reviews these past few weeks! Please keep them coming and as always, thank you for your support!
— End of Patch Notes v0.31.03 —