The v0.1.10 update is our largest update yet and has grown beyond what we wanted to drop all at once. Rather than hold everything back while we continue polishing, we're releasing it in stages.
v0.1.10a is the first part of that rollout, focusing on core RTS gameplay improvements, major quality-of-life updates, performance work, and the public debut of our brand new computer player AI system: CogSys.
Additional content from v0.1.10 will follow in subsequent releases.
One of the biggest goals for Icon: Voidfall has always been creating an AI opponent that feels like it's actually playing an RTS instead of simply cheating harder.
Over the last several days we've been replacing our original AI with an entirely new system designed in-house called CogSys.
Rather than following rigid build orders or scripted attack timings, CogSys approaches the battlefield through layered strategic reasoning.
It evaluates:
Economy
Army composition
Map control
Technology progression
Defensive posture
Offensive pressure
Retreats and regrouping
Multi-stage offensive waves
The result is an opponent capable of adapting its priorities as the battlefield changes instead of repeating the same script every match.
This update lays the foundation for CogSys. While we'll continue teaching it new strategies and refining its decision making over future updates, this marks the beginning of the system we've always envisioned.
For those interested in the technical side, we've also released our public CogSys Showcase, detailing the philosophy and architecture behind the system.
This update contains a major pass on the RTS fundamentals.
Structures can now be assigned to control groups.
Compatible structures can now be selected together.
Structure commands now cascade across selected groups.
Shift-click and Shift-drag structure selection added.
Shift + Number now adds units and structures to existing control groups.
Production commands now intelligently process every eligible unit instead of failing the entire selection.
Units now automatically acquire new targets after defeating an enemy.
Improved pursuit behavior while maintaining original orders.
Units no longer suffer movement slowdown after taking damage.
Structures under construction can now be attacked and interrupted.
Unfinished structures are significantly more vulnerable to early aggression.
Improved minimap readability.
Better missing-resource feedback.
Numerous tooltip improvements.
Updated fullscreen cursor behavior.
Improved resource messaging and build failure feedback.
This release includes one of our largest optimization passes so far.
Highlights include:
Reduced UI overhead.
Lower garbage collection during heavy gameplay.
Better multiplayer packet handling.
Improved high game-speed performance.
Reduced Malignance simulation cost.
Better resource indicator pooling.
Optimized outline rendering.
Lower CPU cost for CogSys planning.
Numerous stability improvements throughout gameplay systems.
Beyond CogSys itself, we've spent considerable time teaching the AI to better understand both factions.
The computer player now has a much stronger understanding of:
Economic recovery
Army composition
Tech progression
Defensive positioning
Expansion timing
Pressure management
Offensive wave staging
Resource logistics
Anti-air responses
Terrain control
Squad growth
Strategic regrouping
This is only the beginning. Expect the AI to continue evolving rapidly over future updates as we expand its strategic vocabulary and continue validating new behaviors.
Smarter district expansion
Improved research priorities
Better wall construction
Improved army composition
Better economic recovery
Stronger siege decision making
Smarter worker preservation
Improved Dermis management
Better mutation progression
Stronger Tier 2 transitions
Improved Malign Golem usage
Better terrain expansion decisions
Smarter advanced structure planning
Updated Deep Malignance visuals.
Improved audio balancing.
Better structure feedback.
Various readability improvements.
Numerous polish fixes throughout the game.
With the RTS'99 Game Jam behind us, we're shifting from "getting the game playable" toward building the RTS we've envisioned from the beginning.
The next major areas of focus include:
Economy improvements
Expanded faction identity
Additional strategic depth
More CogSys behaviors and personalities
Multiplayer improvements
Continued quality-of-life work
As always, thank you to everyone who's been testing, theorycrafting, and sending feedback. From RTS Newbies to Competitive RTS players, you have been instrumental in helping us identify friction points and shape the future direction of Icon: Voidfall.