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Mind Prison: The Last WarNewsMIND PRISON: THE LAST WAR — Update 1.5.4: The Reactive Galaxy, Reinforced
Game update

MIND PRISON: THE LAST WAR — Update 1.5.4: The Reactive Galaxy, Reinforced

Mind Prison: The Last War · published 4 Sep 2026, 04:15 UTC · build 25116346

All newsPlayers around this dateRead on Steam

Thank you to everyone who has been playing, and especially to those who sent in reports. You found real things, and this update fixes them. It also ships

the biggest rival AI upgrade the game has had.

The two big ones

- The lockout is gone. Some of you hit a wall where a rival alert appeared and then nothing would respond. That is fixed at the root, and END CYCLE will

never be left dead behind a screen again.

- Saves keep your whole galaxy. Continuing a save now restores the full map exactly as you left it, not just your compute, forces and research.

The rival AI grew up

- The rival keeps its capital in the rear and fights from a front line, pushes more than once a cycle as it grows, claims empty ground when it cannot

attack, and scales its armies with its territory and your difficulty.

- HARD is tuned to a real fight: around a two in three win rate on the full galaxy for a solid commander.

- You are told about every sector you lose, every time. A new SECTORS LOST report names them, and the news ticker calls each one as it falls.

- Lockdowns wear down under repeated assault and cannot be re-raised for five cycles once they break. Walls are a tactic, not a fortress.

- Special Forces can take rival ground, and the rival brain, through the fate directive as intended.

Saving and continuing

- CONTINUE lets you pick which run to resume, showing cycle, sectors held, map and difficulty for each.

- Starting a new game parks your previous run in a PREVIOUS RUN slot instead of erasing it. Restarting from an ending does the same.

- A save taken on the fate screen brings the directive back when you load it.

- Loading from the pause menu rebuilds the galaxy for the run you loaded, on the right map size.

New Game+

- Every piece of research you have ever completed, in any run, won or lost, is available to carry forward.

- Deeper runs carry more: one skill at NG+1, two at NG+2, three at NG+4, and on.

- You choose the difficulty for each NG+ run.

- The ladder climbs more evenly: NG+1 is the epic galaxy, NG+2 the full galaxy, and the second rival arrives at NG+3.

- NG+ progress is written into the run itself, so it can never be lost or credited to the wrong game.

Endings

- Total conquest now plays out on the terminal: the final report, the fate of the last sector, the victory transmission, then the ending.

- Pausing during an ending no longer freezes the game, and the ending screen no longer lingers into your next run.

Memory logs and audio

- Recovered audio logs are archived instead of stopping the game. The LOG screen now has MEMORY LOG, AUDIO ARCHIVE and COMMS LOG views, and every

recovered transmission can be played, or stopped, whenever you want.

- Capturing sectors can turn up memories early. The 800 YEARS achievement is reachable on any run.

- The war makes a sound now: distant ordnance for fleet actions, ground assaults, repelled attacks, orbital strikes and nuclear launches.

Custom games

- QUICK on HARD is a fight from cycle one.

- A custom-game win no longer counts as finishing the story.

Under the hood

- Dozens of smaller fixes from a full pre-release review: research completion tracking, achievement counters that survive a save, notice screens that no

longer get skipped, and more.

- Old saves from 1.5.1 load straight into this version.

Keep the reports coming. Every one of them made this update better.

More from Mind Prison: The Last War

Other announcements

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