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Space Imperia 4XNewsv1.0.1520 Patch Notes
In-game event

v1.0.1520 Patch Notes

Space Imperia 4X · published 4 Sep 2026, 13:07 UTC · build 25023982

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Commanders,

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 fighters screen, then the carrier immunity is lost; carriers can only retreat if their fighters haven't fired that round.

This means that there is now a SKIP FIRE action so you can fully skip a group's firing (per the rulebook).

Planet Art

Mike worked on some new planet art that is now in! This is an iterative approach, and there is now:

  • planets per color

  • planets grow as the colony grows

  • bombardment leaves damage/scars on the planet

  • planets destroyed by doomsday machines now have a fun visual

Other updates:

FIXES

  • a ship could fire twice in one round due to an issue with auto firing

  • fixed an issue with doomsday machines reverting to C class for firing

  • the Doomsday Machine's Large Fleets weakness now actually grants the 2:1 bonus

  • the Doomsday Machine no longer destroys undiscovered planets

  • a scan you chose to keep face down can now be explored again

  • destroyed ships no longer linger on the board as clickable targets that refuse every shot

  • fleets revealed in combat stay face up until the start of their owner's own turn at their own colony (5.11)

  • Blood Brothers allies re-hide their revealed fleets on their shared turn start, and solitaire alien fleets stay face up as the scenario book intends

  • Fixed issue with terraforming being revealed from combat

  • hidden decoys were missing the unknown label

  • Simultaneous Start: a game could hang forever waiting on an AI seat

  • Simultaneous Start: the Economic Phase could be skipped entirely

  • hexes scanned with Exploration tech and left face down were forgotten on re-load

  • solo: a lone cloaked raider finding an alien world froze the combat screen

  • a ship drifted by Lost in Space onto lone enemy civilians now destroys the civilian ships

  • tech and economy screens on a short canvas had a dead band at the bottom, so the Cruiser and Dreadnought ship sizes could not be bought

FEATURES

  • every player now sees every seat's turn order bid, not just the winner, and the bids and the winner's pick are recorded in the game log

I have Raider fixes pending and should be up very soon as a fast follow.

Brett

More from Space Imperia 4X

Other announcements

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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 48hMajor update21 Aug 2026Space Imperia Campaign (Season 0) Update Live!Join the Discord Commanders, I'm happy to announce our first major update: The Space Imperia Campaign (Season 0) ! Here are some of the highlights: Solitaire Scenarios Thanks for everyone's patience regarding the solitaire scenarios! These proved to be a lot more involved than I originally thought. The Doomsday Machine (small and large) as well as the Alien solitaire scenarios from the base box…