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
AI War 2News5.822 Beautified Intel
In-game event

5.822 Beautified Intel

AI War 2 · published 24 Jun 2026, 00:52 UTC · build 23884860

All newsPlayers around this dateRead on Steam

Full release notes here.

The intel menu is a lot prettier and easier to read, plus MP fixes. The intel menu improvements are not to be overlooked -- Badger has really gone all-out with them. They're useful in general if you're a new player... but if you're new to a specific player-type (aka, not playing as the normal humans) in one of his mods or in one of the DLCs, then they also have really great info that is well-organized and teaches you how to play those player-types, too.

5.822 Changelog

Intel Menu

  • Rework a significant number of intel menu items throughout the game (particularly the beginner tips). Large blocks of text are broken up, and use color as well/

Multiplayer

  • Fixed a desync issue in multiplayer where CustomOrder entries were not being deserialized properly. This actually would cause problems in savegames, too. This was a bug from way back in 2023, and only applies with certain mods and certain extended base-game features like "defend target" actions. It also affects targeted system custom abilities, so those would also poison multiplayer transmissions after they happen. This was mostly affecting games with Reclaimers, Dark Sphere, or Classic Fusion.
  • Adjusted the queue of orders given to the client from the host to be sync-safe, given that this actually happens across multiple threads. It's entirely possible that some commands were being silently lost.
  • Added one other small fix to when ships in multiplayer recover from being on the wrong planet.
  • Added some new very-lightweight extra logging during MP-catchup situations. When a client is behind or when suppression/hold is active, the host now logs once per game second: clients past max-ahead, clients outside the 2-frame margin, hold state, suppression state, heavy-sync send state, hold elapsed time, current frame, and authorized frame. This should make it much easier to find out what is going on in the cases where this happens again.
  • In the squad syncs needing fixes, that is now a ConcurrentDictionary rather than a regular Dictionary, since again that could be written to by multiple threads, causing some potential issues.
  • Added another very cautious client-side log for when there is a planet-mismatch with game commands. It now logs what the order was and some other relevant debugging information, but it won't log more than 1 per every 5 seconds. When it logs another after a gap, it says how many were skipped since the last log.
  • Fixed a family of issues in multiplayer where certain commands could fail for some reason on a client and then send a garbage ack to the host as if they had succeeded. They now handled themselves properly in each case.

Heart of the Machine 1.0 Is Out Now!


https://steamcommunity.com/games/2001070/announcements/detail/538879349212841215 https://steamcommunity.com/ogg/2001070/announcements/detail/710026912607507308

https://store.steampowered.com/app/2001070/Heart_of_the_Machine/

More from AI War 2

Other announcements

All news
In-game event11 Sep 20265.833 Pick And WatchFull release notes here . Quality of life updates, and some clarity improvements. All of this is thanks to Badger. Enjoy! 5.833 Changelog Bugfixes · Some improvements to Load-and-Go mode. Your flagships should now fly to pick up your units on a planet. Load-and-Go mode now identifies unarmed guard posts as hostile and orders its ships to unload · Add a tip to the Maps section of the Game Lobby…In-game event28 Aug 20265.832 Mod VisibilityFull release notes here . More UI polish, and a much more prominent button for how to find mods. All of this is thanks to Badger. Enjoy! 5.832 Changelog General · Add "Load and Go" fleet order. This sets the Fleet into Load mode, auto-departs once loaded, auto-unloads if arriving in combat. Bound to 'Y' by default. To use from the galaxy view, select your flagship(s), hit Y, then issue the move…In-game event20 Aug 20265.829 Abyss Correctness And UI PolishFull release notes here . Various pieces of polish to the UI, and fixes to the neinzul abyss. All of this is thanks to Badger. Enjoy! 5.829 Changelog Neinzul Abyss · Fix some Neinzul Sapper bugs · Some minor Neinzul Sapper buffs at higher intensities Visual Polish · Minor polish pass on the Save/Load menus and campaign name display · In the Tech menu, the command station type is now visible for…