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Space Imperia 4XNewsv1.0.1295 Patch Notes
In-game event

v1.0.1295 Patch Notes

Space Imperia 4X · published 14 Aug 2026, 03:04 UTC · build 24724951

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Commanders,

Hope everyone is having a great week! This is a small set of issues I fixed the last couple days. Also, there were requests for versions, so for the announcements I'll use the patch version as my current internal commit count (which is presently 1295 on main). I'll get that wired up inside the game soon (the actual version # on the bottom).

Expect news on the first Campaign by early next week! With the game mostly stable post launch, I've had some more breathing room to get some larger ideas/features ready. I am putting the finishing touches on a big patch which will include:

  • Initial ranked mode/queue

  • Campaigns (aka Season 0): some progression for multiplayer as well as better match result tracking in both single player and multi player

  • An improved AI - I spent a lot of time while travelling this weekend testing out some AI changes, and while there's still a few things I need to tweak, the overall experience is much better. The improved AI will naturally make Threat games harder! My intent is to let the initial Campaign play out and then I'll gather some feedback on how Threat can improve and change over the course of different Campaigns. I anticipate some of the Threat levels being consolidated

  • Solo scenarios from the original box

  • Blood Brothers team mode

  • Improved UI, buttons, sizing, font sizes, etc for all screen sizes, including mobile/Steam Deck

Join the Discord

FIXES

  • correctly handling net negative income (zeroes out) cc: THREAT 13 BUG REPORT :eyes:

  • fixed the AI passing its whole combat round instead of firing after a successful partial screen

  • fixed AI seat stalls in multiplayer where two lambdas were trying to drive the same AI at once

  • fixed AI turns getting dropped by a stale server connection

  • Space Wreck tech rolls at max level are now wasted instead of going past the ceiling

  • controller cursor now works on Steam Deck in Gaming Mode, warping was silently doing nothing under gamescope

  • menu items no longer hold their hover highlight while the controller is driving

  • clicking a hex with the controller after selecting a ship no longer de-selects it

  • tooltips, Codex window dragging and the loading wheel now follow the controller cursor instead of the frozen system pointer

Brett

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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