Patch Notes • Version 0.50.03 September 11, 2026
Added a new way to craft modules in the Crafting screen: by Set Effect, in addition to the existing option to craft by base module type.
All 8 Set Effects (Armor Piercing, Auto Repair, Shield Breaker, Compromise Defense, Inhibit, Critical Strike, Critical Damage, and Material Capture) are available across all 5 rarities (Standard, Enhanced, Advanced, Rare, and Epic).
This replaces the old "Special Modules" crafting category.
Set Effect icons have also been visually upgraded to better fit the game's sci-fi aesthetic.
Crafting modules by Set Effect in the Crafting Screen:
Choosing a specific Set Effect when crafting creates a new module with a random base type:
The goal of this new feature is to provide you with another way to obtain desired set effects for your turrets/heroes beyond completing missions or hoping that crafting a base module type will yield the Set Effect you are looking for. Hopefully this allows you to better target the use of your module cores and available datapoints and allow you to test more Set Effect combinations earlier in the game.
You can now upgrade a module while it's equipped, directly from the Workshop (turrets) and Staging Area (heroes). No need to send it back to the Supply Depot first.
An Upgrade button has been added alongside the existing Unequip/Change buttons for every turret and hero module slot. It's only enabled when the equipped module actually has an available upgrade tier.
A Datapoints display has been added to both the Workshop and Staging Area so you can see your current balance while upgrading.
Turret and hero stat panels will refresh immediately after an upgrade, so you'll always see up-to-date numbers.
Hero Leveling Bug at Max Level
Fixed a critical bug where heroes above level 30 could enter a runaway state: every kill would incorrectly trigger a level-up, and the last enemy of a wave would fail to properly die, preventing the wave from ending.
As part of this fix, the maximum hero level has also been raised from 30 to 60, given that some players have already reached max level for some of the heroes.
Save files affected by this bug will now automatically self-correct when loaded, instead of causing further issues.
UI/UX Improvements
Fixed inconsistent button states in the Workshop and Staging Area: the Change/Equip button could previously remain active and be clicked after a module was upgraded, unequipped, or swapped, leading to unclear or unintended behavior. All relevant buttons (Unequip, Change, Upgrade) now consistently disable together to better reflect the current state of the selected module slot.
Fixed an issue where module slot particle effects (blue glow indicating an available upgrade or swap) could continue showing behind full screen panels, such as the module upgrade confirmation screen, that were meant to fully cover them.
Adjusted the position of the Datapoints display and related tooltips in the Staging Area to avoid overlapping other panels, such as Skill Configuration and upgrade result screens.
— End of Patch Notes v0.50.03-ea —
Right now, development and testing for the game's 3rd Hero unit (which will be introduced in Act 3) is underway. I'm excited to share details with you, but would like to do it once her skillset and feature details are finalized.
Also working on an update to the game's in-battle dialogue system as part of improving gameplay pacing during combat.
A huge thank you goes out to everyone who provided feedback and reviews these past few days! Right now, the game has 8 reviews out of the 10 needed by Steam, for Decimation to start showing up in more places for new players to discover.
If you've got a few minutes and any thoughts on your experience with the game, an honest Steam review would help the game enormously. As always, thank you for your support and I'll update you soon!