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Icon: Voidfall DemoNewsv0.1.10a Patch Notes
In-game event

v0.1.10a Patch Notes

Icon: Voidfall Demo · published 26 Jul 2026, 06:45 UTC

All newsPlayers around this dateRead on Steam

Icon: Voidfall - v0.1.10a

Part 1 of the v0.1.10 Update

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.


Introducing CogSys

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.


Gameplay & Quality of Life

This update contains a major pass on the RTS fundamentals.

Control Groups

  • 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.

Combat

  • 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.

UI

  • Improved minimap readability.

  • Better missing-resource feedback.

  • Numerous tooltip improvements.

  • Updated fullscreen cursor behavior.

  • Improved resource messaging and build failure feedback.


Performance

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.


Computer Player

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.


Faction Improvements

Arx Imperium

  • Smarter district expansion

  • Improved research priorities

  • Better wall construction

  • Improved army composition

  • Better economic recovery

  • Stronger siege decision making

Arafel

  • 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


Visuals & Polish

  • Updated Deep Malignance visuals.

  • Improved audio balancing.

  • Better structure feedback.

  • Various readability improvements.

  • Numerous polish fixes throughout the game.


Looking Ahead

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.

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