Homeworld 3 cover
Homeworld 3 screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy

Homeworld 3

Hotfix Update 1.22

This hotfix resolves an issue for some players experiencing desync errors in multiplayer following the deployment of a recent Windows update. If you experience any other issues with Homeworld 3, please reach out to support support.gearboxsoftware.com.

An Update to Homeworld 3's Roadmap

What’s Next for Homeworld 3?


Thanks to everyone who joined us for update 1.2 and the Kalan Raiders Fleet Pack. We want to take a moment to provide an update on what's next as we look ahead to the rest of the updates initially revealed in our Year One DLC Roadmap.

An Updated Roadmap:


Following the release of update 1.2, we made the decision to combine all remaining paid DLC and free content drops in the roadmap into one unified delivery in November. Combining the content into one beat will allow us to focus all our resources and provide you all with a higher-quality experience.


This change means that, come November, we’ll be releasing two content packs that were originally scheduled for 2025 with the objective of delivering the most complete Homeworld 3 experience, and many of your requested changes, sooner. In total, you can look forward to three (3) free updates and two (2) paid DLCs worth of content launching as one major update in November.


We’ve provided an updated roadmap below which outlines that content generally, but let's get into the specifics.

Note: "Campaign Missions" on the roadmap refers to the area of the game that will be updated with the player-controlled mission end. This will allow players to advance to the next mission in their own time after objectives have been completed. There will not be new or updated campaign missions in the November update.


Content Coming in November:


We’ve spent the last several months listening carefully to the feedback you’ve shared with us. We’ve also begun to work with members of our community to beta test some upcoming balance changes we intend to roll out in the Skirmish and War Games modes.


With the changes we’re making, we want to assure those of you who purchased the Year One Pass that you will be getting everything we’ve previously promised. Additionally, we've made modifications to our plans to include elements requested by the community.

Free Player-Requested Features Coming in Nov:


Highly requested features like Hyperspace Jumping in Skirmish mode and the ability to control when you move to the next mission in the campaign are both smart suggestions and elements of previous Homeworld titles that allow for more strategic gameplay.


You’ll be able to surprise your enemies with a rapid assault or zip away if your mothership becomes surrounded. Our goal with this feature was to have it feel similar to the experience in previous Homeworld titles, however, there are a few key differences. Hyperspace capabilities in Homeworld 3 are unlocked via individual ship-type research options. Each unit in the Frigate, Capital, and Mothership classes have a hyperspace core research option that is unlocked and then obtained like any other tech advancement in the game. Like previous Homeworld titles, each jump will cost RUs based on the length of the jump — requiring you to carefully weigh the decision to surprise your opponent.


To defend against these incursions, you can research Hyperspace Inhibitor abilities for the Hiigaran Support Frigate and Incarnate Disruption Corvette. The Hyperspace Inhibitor ability creates a protective sphere that blocks Hyperspace passage. When the Inhibitor ability is active, any ship making a Hyperspace Jump that flies through the inhibitor field will immediately be forced out of Hyperspace.



Another piece of feedback we heard loud in clear was that resourcing was just too efficient. Too often players weren’t required to make strategic decisions about which ships to research or build, because they had the resources to do everything. In Homeworld 3, we simplified resourcing by merging Resource Collectors and Controllers into a single unit, aiming to make macro-management more intuitive. However, this change unintentionally removed key strategic decisions related to economic development, present in previous titles, where players had to carefully balance resource investment with tech progression and defense. To restore this strategic depth, we made several adjustments: Resourcing rates are reduced by a meaningful amount, starting resources in Skirmish are lowered to drive early-game decision-making, and the cost of Resource Controllers is significantly increased to make them a riskier, more meaningful investment. These changes aim to reintroduce the tension and rewards of economic decision-making.



In update 1.2 we made a significant change in how we handled research in all game modes by introducing the queued system. No longer could you research everything simultaneously. However, this was just the first step in our tech tree changes. We have now added a more traditional RTS-style tech tree where units and research are unlocked more linearly, with unit and research unlocks being gated behind unlock requirements. This — in conjunction with queued research — has significantly improved the flow of Skirmish mode games while creating opportunities for meaningful strategic decisions. Alongside the changes to resourcing, we’re excited about how this new tech tree and queued research will reward tactical early-game decision making.



Additionally, you’ll now be able to explore the beautiful scenery in the campaign missions while collecting all those precious RUs to fuel even more powerful fleets before moving on to the next leg of your journey. Currently, many of you felt that there wasn’t enough time to catch your breath, make repairs, and generally get prepared for the battles ahead. With this in mind, select campaign missions, where the narrative permits, will allow you to choose when you are ready to advance.

Free Content:


The free updates described in the roadmap are also a big part of the path forward. For those who haven’t purchased the Year One Pass, we’ll be adding more than 40 Artifacts, and 9 Challenges for free to help shake up War Games for everyone. This includes the introduction of a new ‘Ultimate’ class of Artifacts that becomes available after collecting an Artifact Pattern and one of each of the upgrade Artifacts. Ultimate Artifacts partially cancel out many of the negative effects associated with traditional Artifacts, taking your ships to new heights of unmitigated power. It also increases the importance of Artifact selections: do you broaden your picks in the pursuit of collecting the Ultimate Artifacts’ required upgrades or do you stack identical Artifacts to push your units into a specific niche?

New Paid DLC:


New factions for the War Games mode will enter the fray with our paid DLC packs. These franchise favorites introduce exciting new ships and strategies for players to explore. Each new War Games faction comes with two unique fleets, new ships, dozens of new Artifacts, and 10 new Challenges to test your skills as a commander.


Little information is available about the history of the Taiidan after the fall of the Taiidan Empire or during the subsequent rise of the Taiidan Republic and through the Vagyr War. However, it is widely believed that during the Age of S’jet, the Taiidan took their place alongside the Hiigarans in the new system of representation that formed during this time of prosperity. Thus, it comes as no surprise that the Taiidan forces would find a place in the Hiigaran Naval Combat School’s War Games.


The Taiidan now join Homeworld 3’s War Games mode with two brand new fleets. The ships in these fleets should feel instantly recognizable to anyone who has played Homeworld 1. The fleets consist of classically-inspired Taiidan ships, with some modern tweaks thrown into the mix.


These new Taiidan fleets will add a new depth to the War Games experience as they defy norms established by all other War Games fleets, such as relying on the Carrier and its Resource Collectors for harvesting resources and the ability to deploy a capital class ship, the Taiidan Missile Destroyer.


On Kharak, Kiith Somtaaw was a major religious and mining Kiith. After Kharak burned (spoiler!) and the Kushan people crossed the galaxy returning to their homeworld (Hiigara), the Somtaaw continued their mastery of mining, only this time in the vast reaches of space. Some rumors say they honed their combat skills by defeating a mysterious evil, others say they developed their skills with countless years of target practice smashing asteroids. These hardened Somtaaw warriors now join Homeworld 3’s War Games mode with two new units and two new fleets.


As a Hiigaran sub-faction, in addition to two brand new ships, you will notice several familiar ships forming the basis of these Somtaaw fleets. However, on closer inspection, you will see a few variations that speak to their mining heritage and the need for extra survivability in regions not protected by the core Hiigaran Navy. For example, they armed Resource Controllers and their heavy-hitting Carrier with Ion Beam turrets.


We thank you for your patience as we work to deliver our post-launch vision for Homeworld 3 in November. Many other elements are coming beyond what we unpacked above including new gameplay mechanics, optimizations to existing features, as well as bug fixes and performance improvements. Many of these were developed or solved through insights provided by the amazing Homeworld community. We’ll be sure to include detailed patch notes ahead of launch for your review.

Hotfix Update 1.21

We just released a hotfix for Homeworld 3. This hotfix reduces friction caused by the “mod mismatch” error when joining multiplayer lobbies.

In an effort to avoid multiplayer match desyncs caused by mismatched mods between players, this pop-up was added. This hotfix changes the behavior of that mod mismatch verification to only affect modded skirmish maps selected in the lobby. Players will still see the error upon trying to join a lobby where the map selected is a modded map that they do not have installed. They will also see the error when the lobby host changes the map selection to a map that the client does not have installed.

Manually installed mods (in the pak folder) are no longer detected by this system and so multiplayer match desyncs might still happen due to mods creating an imbalance, but now you will be able to enter lobbies and discuss with other players if needed.

Kalan Raiders DLC and Patch 1.2 Notes

Hello, Commanders!

Today we are releasing Update 1.2 for Homeworld 3. This update includes a host of gameplay improvements and bug fixes — some of which are a result of invaluable community feedback. This includes several improvements to Frigates and Capital Ships to make them more reliable and powerful, various UI improvements, and optimizations that can significantly increase performance for some users.

Update 1.2 also introduces two, entirely new Skirmish maps for all players.

This patch also includes support for the Kalan Raiders Fleet Pack DLC for War Games, available for individual purchase or for those who purchased the Year One Pass. This DLC introduces two new fleets, a variety of new ships, new challenges, artifacts, and a new skin.



We’re eternally grateful for players who have left us respectful, thoughtful feedback in the months since launch. Our work to respond to that feedback continues. In particular, we’d like to acknowledge three common requests that we are seeing more recently:
  • Increase Strikecraft survivability, especially when they’re taking fire from larger ship classes
  • More granular control over unit combat behaviors and rules of engagement
  • More intuitive attack priority when using the bandbox to attack groups of enemy ships

As these are broad, complex topics that influence nearly every game mode and unit, it is imperative that we investigate these requests and potential solutions carefully. But it is important to us to let you know that these topics remain a top priority for us. If we’re able to implement a viable plan of action to address these requests, we’ll be sure to let you know.

Homeworld 3 Update 1.2 Notes


New Content for Multiplayer



  • Added two new maps to Skirmish!

    • Tears in Rain
      • Expanding further on the open-style map first introduced in Karos Graveyard, Tears in Rain provides a similar open battlefield for skirmish combat with a refined focus on providing a minimal amount of scattered terrain pieces to serve as additional tactical options, ideal for certain playstyles and fleet compositions. With resource distribution tending either towards the perimeter or centralized, ventures across open space to strike your enemies are a gamble.

    • Arran Perimeter

      • In the Arran Perimeter, a fragmented piece of very large terrain is the foundation that leads players into making high-level decisions that can lead to victory or failure. The large vertical pieces and symmetrical arrangement are populated with resources and surrounded by open space, offering more than just a backdrop for fleets to clash.


Updates



In this update, we have addressed the following based on community feedback:
  • Repositioned and reduced the size of the Hyperspace button to better allow players to continue playing after it appeared
  • Added retiring and scuttling to the command panel
  • Increased weapon damage for capital ships of all factions
  • Updated special attack feedback to indicate ability range
  • Limited research to one at a time to increase the importance of strategic choices
  • Updated the “Taiidan” fleet customization preset’s inverted colors
  • Corrected splat damage texture improperly appearing on capital ships after completing a mission and loading a new one
  • Added a rebindable hotkey to select all undamaged ships to complement the hotkey for selecting all damaged ships


In addition, we’ve also addressed the following reported concerns from players:

Mod Tools & Editor



  • A new version of the Editor has been deployed on EGS.
  • In order to avoid any compatibility issues, we highly recommend fully uninstalling the previous version of the editor before installing the new one.


Gameplay


  • Frigates could occasionally back away further than required from approaching targets
  • Battlecruisers in a group would sometimes not move or attack when ordered to attack a group of ships
  • Erratic or unintended frigate movements could occur when trying to acquire line-of-sight and/or get in range after receiving and order to attack a new target
  • Non-leader frigate in formation would occasionally try to get back into formation position instead of attacking
  • Incarnate Smart Missile Frigates could occasionally not track their targets properly, causing them to miss if the target was moving
  • Hiigaran destroyers would sometimes not attempt to target enemies horizontally, which resulted in their turrets remaining mostly idle
  • Ion Cannon frigates would sometimes turn backward during and after attacking a target
  • Increased the damage of the Barrage frigates ability
  • Recon ships set to Aggressive stance and Guarding a ship would occasionally change command on their own to Attack and would not return to Guard after the target was destroyed


Multiplayer


  • Host migration could fail in some instances in matches of three or more players
  • In two-player War Games matches, one player leaving could occasionally result in the remaining player not loading to the next stage
  • Matches could receive a desync error after hyperspacing to the second stage in War Games
  • Incursion points in War Game Production Bay map sometimes ceased to function based on the player’s location
  • Objective markers were not consistently localized in Production Bay and New Galaxy War Games maps
  • Added an error message informing a player if they cannot join a lobby due to a mod mismatch between players and the lobby host
  • The “Move Carrier to location” objective marker could sometimes detach from its location and move erratically through the map
  • Enemy probes could stop kiting away when their faction’s Mothership was destroyed, causing long probe hunts in “Destroy All Ships” Skirmish matches
  • Carrier would sometimes not be centered in its hyperspace window when moving between stages in War Games
  • The Incarnate AI would sometimes not use the Smart Missile frigates in Skirmish, leaving them inactive at the side of the Titanship


Tech / Performance


  • Addressed a few crashes observed through user reports
  • A new round of optimizations have been done to significantly increase framerate in many situations around combat
  • Further improvements to Dynamic Splat Damage system for increased readability and performance
  • Steam Deck users are no longer in a separate multiplayer pool and are able to create and join multiplayer matches with PC players
  • Resolved the framerate hitch that happened after completing a War Games challenge on EGS
  • Implemented improvements to the Experimental Camera Collision feature. There is still more work planned for upcoming patches
  • Benchmark level seed was adjusted to make results more consistent
  • An issue could occasionally cause the game to crash when trying to load replays from previous versions of the game. This adjustment has invalidated all previous existing replays but prevented new replays from becoming corrupted from future patches
  • Fixed an issue causing contextual movement orders to behave incorrectly in modded Skirmish maps created with the Homeworld 3 Mod Tools & Editor
    • New maps created with the new version of the editor will not contain this bug anymore
    • Existing mods will need to be manually fixed by changing the Collision Presets in the SimUniverseBoundsVolume from “overlapAll” to “NoCollision”.


Art Updates


  • Bukhari Support Ships lights that were unusually bright in War Games


Audio Updates


  • The “Battlecruiser lost” voiceline would sometimes play when an enemy battlecruiser was destroyed.
  • Some SFX feedback was missing when performing various ship actions


Kalan Raiders Fleet DLC Content


  • Added support for new War Games content for those that own the Kalan Raiders Faction DLC

    • Two new War Games fleets
      • Raider Fleet: This fleet has extensively raided Hiigaran space, and can produce a mix of Hiigaran and Kalan ships
      • Capture Fleet: This fleet specializes in capturing enemy units, and can produce a mix of Incarnate and Kalan vessels
      • Both fleets include Kalan Raider ships seen in the campaign, as well as 3 brand new ships
        • From the campaign:
          • Command Carrier
          • Barrage Frigate
          • Pursuit Fighter

        • New Kalan ships:
          • Swarm Fighter
          • Mine Launcher Corvette
          • Capture Frigate

    • 11 NEW Challenges specific to the Kalan faction
    • 40 NEW Artifacts specific to the Kalan faction
    • New Kalan Raiders emblem and fleet customization preset featuring unique color pattern & emblem
      • Fleet customization emblem and preset usable in War Games & Skirmish

Kalan Raiders join War Games on August 15!

Hello, Commanders!

We’re excited to announce that Update 1.2 — which includes a host of gameplay improvements, bug fixes, free Skirmish maps, and support for the Kalan Raiders War Games DLC — will arrive on August 15!

The Kalan Raiders Fleet Pack is Homeworld 3's first paid DLC (included as part of the Year One Pass). Take command of these ruthless brigands in War Games, where you can wield their unique fleet compositions to explore powerful new strategic options.

Today, we are also implementing a Patch Preview, so that the community of modders can get a headstart on evaluating if their mods need additional updates to work in Update 1.2.


NEW DLC: Kalan Raiders Fleet Pack



Included in the Year One Pass and available as a standalone purchase, the Kalan Raiders Fleet Pack brings two new playable fleets to War Games. Plunder and capture your way through battle. In addition to all of the Kalan Raider ships from the campaign becoming playable for the first time, three all new ships like the Swarm Fighter, Mine Launcher Corvette, and Capture Frigate join the fray.

Raider Fleet



The Raider Fleet has extensively raided Hiigaran space, resulting in a mix of Hiigaran and Kalan ships to make up its tactical forces. This fleet will power ahead to be a formidable force for the enemies you take on.

Capture Fleet



The Capture Fleet specializes in capturing enemy units. You’ll see a mix of Incarnate and Kalan vessels making up this fleet.

Additional War Games Content


Players will see 11 new challenges and 40 Artifacts for War Games specific to the Kalan Raiders faction included with this DLC.

Additionally, a new customization preset that features a unique color pattern and emblem.

We’re very excited for players to engage their enemies with the Kalan Raider faction on August 15!

Finally, check out our full key art for the Kalan Raiders from Paul Chadeisson!


1.2 Patch Preview


The 1.2 Patch Preview will be deployed Tuesday, August 13 on Steam.

We’re releasing the Patch Preview early to allow modders to evaluate whether their mods will require any updates ahead of the official patch release. A “preview” version of the UGC editor will also be released at the same time on EGS.

Need-to-know on the Patch Preview:


Warning: Save games are only “forward compatible”, which means that frequent switching between the main branch of Homeworld 3 and the preview branch could cause your save game to not function as intended.
  • We suggest that players using the preview branch stay on it until the 1.2 patch official releases before moving back to the main branch.
  • Alternatively, if you intend on switching between the two, make sure to back up your “version 1.11” save game folder before switching to the preview branch.

Multiplayer: Multiplayer requires that all players be on the same game version. Players playing on the preview branch will only be able to match with others on the preview branch.

Everything in the 1.2 Patch Preview branch will be present in the official 1.2 Patch releasing on August 15. There’s no additional debugging or content in the preview branch compared to the official patch.

How to access the preview branch:


To access the 1.2 Patch Preview branch in Homeworld 3 on Steam:
  1. In Steam, right click on the Homeworld 3 App and select Properties

  2. In the Betas section, enter the beta access code “Homeworld3Preview” and click “Check Code”

  3. You will see a “Success! Beta unlocked.” message and be given the ability to opt in.

  4. If you do, Steam will queue a game update for you to download the contents of the preview branch, same as a patch.
  5. Switching back to the official branch of the game is easy, in the same “Betas” section, choose “None” in the “Beta Participation” dropdown


To access the 1.2 Patch Preview branch in Homeworld 3 on EGS:
    Download the 1.2 Patch Preview on EGS


We look forward to seeing you all on August 15 for the 1.2 Update and Kalan Raiders Fleet DLC!

Hotfix Update 1.11

Hello Commanders,

Today we are releasing a hotfix (1.11) for Homeworld 3 that addresses some issues that we’ve seen reported by players, including several small issues relating to War Games. We’ve also added a toggle to enable an experimental camera mode that collides with level geometry and ships. We’ll continue to iterate on this new camera mode with the hope that it provides an intuitive way to manipulate the camera on maps with lots of terrain features.

Hotfix update 1.11 addresses the following:


  • Additional improvements to Homeworld 3’s Chinese localization (further improvements to Chinese localization will arrive in future updates)
  • Added a menu option to toggle an experimental camera mode that causes it to collide with terrain and ships

    • This new toggle will now allow players to enable camera collisions if they choose, with the default setting being turned to off (allowing the camera to float through objects)
    • This feature is experimental and we will continue to iterate on it in future updates. We welcome feedback from players to help us improve this new collision-enabled camera

  • Motion blur sometimes worked incorrectly after using Tactical Pause on the Kesura Minor map in solo Skirmish and War Games modes
  • Effects of 7 new artifacts introduced in Update 1.1 would stack additively instead of multiplicatively, causing unintentional ship behavior
  • The 5120x1440 screen resolution was not selectable in the settings menu in some cases
  • Data Spires were sometimes destructible or would spawn in the wrong location or not at all in War Games

Homeworld 3 Mod Tools & Editor is Now Available for Modders!

We’re excited to share that modders can now download the Homeworld 3 Mod Tools & Editor to create and distribute mods via mod.io! Players can easily download user created Skirmish maps to Homeworld 3 through the integrated mod.io menu!


For modders:


This editor is separate from Homeworld 3 and allows you to create content specifically for the game. It includes elements that can be used to create Skirmish maps and the packaging tool for exporting those maps for testing and uploading to mod.io.

You can download the Homeworld 3 Mod Tools & Editor for free on the Epic Game Store.
Purchasing Homeworld 3 on EGS is not required to use the Homeworld 3 Mod Tools & Editor.

Once you have downloaded the Editor you will be able to start creating content!


Not sure where to get started?


We’ve worked with our partners at mod.io and a select group of modders to provide documentation to help you begin making mods for Homeworld 3! Most of this documentation will be focused on creating and uploading Skirmish maps.

Here’s an example of some of the guides that have been uploaded. See the full list in Guides on the mod.io Homeworld 3 page.:

  • Modding: Unreal Engine – This guide covers the essential features and functions of the Unreal Engine 4 Editor, providing instructions and tips to help beginners navigate and use the tools effectively.
  • Modding: Create a Skirmish Map – Your first steps in creating your Skirmish Level, giving an overview on how to get started and references for the various sub-levels.
  • Modding: Publishing and Updating a Mod – A guide on how to distribute your mod on mod.io.


For players:


You are now able to download mods for Skirmish maps from the in-game Homeworld 3 mod menu.

From the Mods menu, you’ll be able to browse and search for specific mods.
Only Skirmish Maps can be downloaded and run in the game without additional steps. For these mods, select “Subscribe and Install” to add them to your game.


Some mods will have a “Manual Install” tag applied to them. While these can be downloaded from the game client, you will need to perform additional steps to run them. Select “More Info” in the mod’s selection pop up to open a browser window that takes you to the mod.io page where you can see details about the mod and how to fully install it.



Enjoying a created mod?


Show support for your favorite mods and modders by giving their mods a “👍”! Rate mods through mod.io. If you’re in-game, selecting “More Info” in the mod’s selection pop up and pressing 👍 on the mod page. Higher rated mods will appear first when sorted by Rating and will be more easily discoverable for other players.

We’re looking forward to seeing the maps and other creative ways that you’ll experience Homeworld 3 with the custom editor! Even more excited to play with you in multiplayer on your own maps!


Homeworld 3 Update 1.1

Hello Commanders,

Today’s Update 1.1 brings new Multiplayer content (including a powerful new ship variant for War Games) and over 100 bug fixes and gameplay improvements. At the end of this post you’ll find the full, itemized patch notes, but if you want the high-level overview, the next section outlines the most notable additions and changes.

First, we want to reiterate our appreciation for those of you who have taken the time to respectfully share your feedback. While this patch does address a few widespread topics, we’re still investigating a variety of feedback and requests not included here. We are grateful for your understanding and patience. Homeworld 3 wouldn’t exist without this community and we’re determined to keep incorporating your feedback and suggestions as we are able.

New Free Content for War Games and Skirmish!



Meet the Heavy Suppression Frigate, a powerful upgrade over the standard Suppression Frigate and is available immediately (assuming you’re lucky enough to receive the requisite Artifact during a run).
What sets the Heavy Suppression Frigate apart from its base version is the addition of a pair of Dual Heavy Mag Cannons mounted on top and Pad Mk. 2 Light Rapid Fire Railguns along the bottom hull. That’s a lot of extra firepower, but the Heavy Suppression Frigate has a nasty trick up its sleeve: Enemies hit by the dual cannon will take extra damage from ALL sources. We’re excited to see how this further empowers your War Games fleets!


Of the 12 other new Artifacts coming in 1.1, several offer new specialization routes for upgrading the Suppression Frigate and the Heavy Suppression Frigate. The CQB Pattern (and unlocked Upgrades), transforms your Suppression Frigates into absolute devils in close-range brawls. Meanwhile, the Area Denial upgrade path does almost the opposite — trading survivability for increased range.
There’s more to discover in War Games’ 1.1 Update, with 9 new challenges that each unlock new Artifacts including welcome upgrades to Hiigaran and Incarnate Frigates.

A New Skirmish Map: Karos Graveyard



Karos Graveyard is a new map added to Skirmish mode. This map is reminiscent of earlier Homeworld games where there was less terrain, and more open space for combat, and greater distances between starting positions for combat.
We’re really excited to see how players adapt to this new map and look forward to your feedback.

Update 1.1 - Bugfix and Improvement Highlights


While you can find the complete patch notes below, we wanted to take a minute to call out some fixes that address some feedback we’ve received since launch. So let’s dive in.

Tactical Pause & Time Dilation in Solo Skirmish & War Games


First mentioned in our last Dev Update, you can now pause or slow time while playing War Games or Skirmish solo.

General Gameplay Fixes & Improvements


There’s a lot of fixes in Update 1.1, but there’s a few we think deserve special attention:
  • After using an ability on a target, ships could occasionally start attacking other enemies instead of the initial target.
  • Ships would occasionally fail to resume the Guard command after engaging in combat.
  • Frigates sometimes moved to match their target’s height when given an Attack order.
  • Giving deployment orders to multiple turrets at once while in Tactical Pause could cause an issue where only one turret was deployed.
  • The In-Game HDR option in Video settings could sometimes be turned on despite the Windows' HDR option being set to Off in the Monitor's settings.
  • VO for all units was missing when selecting ships while playing as the Incarnate fleet.
  • Added a "More Info" button to mod detail modal that links to the mod URL.
  • Kala Terminus 2-6 player Skirmish map has been updated. There are new player starting positions and more resources to support larger and longer PVP and PVE matches.


A Look Ahead: Mod Tools Incoming


Our team has been hard at work on the mod tools and we’re excited to announce that we’re finally ready to release them to the community. Though there are a few loose ends to tie off, we’re currently looking to release Homeworld 3’s official mod tools sometime later this month! We’ll share more information soon.

As a refresher, the mod tools will support the creation and distribution of custom Skirmish Maps. However, those of you who aren’t afraid of swimming in uncharted waters will find the mod tools are quite capable of doing much more.

Before we get to the patch notes, we have one last thing to say: As we continue to incorporate community feedback into Homeworld 3, it would be invaluable to us if you took the time to leave a Steam review or, if applicable, revisit your existing review. Thank you!

Homeworld 3 Update 1.1 Notes


New Content for Multiplayer


  • Added new content to War Games!
    • 9 NEW challenges
    • 13 NEW Artifacts
    • NEW Heavy Suppression Frigate
    • Unlock the Heavy Suppression Frigate with artifacts

  • Added a new map to Skirmish!
    • “Karos Graveyard” Skirmish map has been added. Long-time fans should recognize this map’s open, spacious inspiration from previous Homeworld games.

  • Added support for Time Dilation & Tactical Pause in Solo War Games & Skirmish matches.


Updates


In this update, we have addressed the following reported concerns from players:

  • Chinese localization has received many fixes. We are continuing to investigate further improvements here.
  • Gameplay
    • Achievement “Destruct Sequence Alpha-One” would not always be granted in campaign missions after using the Scuttle command on any ship.
    • Achievement “Untouchable” would occasionally be incorrectly awarded to players that were receiving damage.
    • After using an ability on a target, ships could occasionally start attacking other enemies instead of the initial target.
    • Ships would occasionally fail to resume the Guard command after engaging in combat.
    • Attack Move orders could unintentionally change to a Move order when multiple strike groups were created after changing formations.
    • When the first Move order of a unit still in Parade formation was queued, it was possible that the ship would reference their build location.
    • Changing formations to one that would “split” the current group into multiple smaller groups could result in some units stacking with other ships.
    • Units set to Sphere formation could fail to approach the enemy Incarnate Mothership when ordered to attack.
    • Changing the formation of Strikecraft or Corvette units from Parade formation with the Production ship would occasionally cause them to fly in circles.
    • Ships switched to a Passive stance while they were attacking targets would continue to engage and attack until all targets in sight were destroyed.
    • Frigates sometimes moved to match their target’s height when given an Attack order.
    • While a Torpedo Frigate’s range ability was active, missiles could explode before reaching their target after a certain distance.
    • Suppression Frigates would cancel their ability when ordered.
    • In some instances, Support Frigates would stop repairing the Mothership.
    • Battlecruisers would exhibit unintended behaviors with stationary targets and not consistently attack them.
    • Carriers would occasionally allow large salvage to be taken that should have been brought to the Mothership.
    • Starboard and Port cannons on Incarnate Battlecruisers did not always deploy before firing.
    • Capture Corvettes and Resource Controllers were observed to move towards enemy ships that could not be captured when players right-clicked on them.
    • Railgun Corvettes would charge their ability but wouldn’t fire on a Titanship. We’ve reassured them that it’s for the best to use it.
    • Strikecraft would occasionally get stuck inside and near the Titanship’s dock.
    • Some Incarnate ships wouldn’t flash to indicate when directional damage was received.
    • Units outside of the player’s field of view would sometimes be added in Box selection.
    • Guard Turrets were not always included in bandboxes.
    • Giving deployment orders to multiple turrets at once while in Tactical Pause could cause an issue where only one turret was deployed.
    • While the game is in Tactical Pause, it was possible that the queued unit limit (100) of the Build/Research Panel could be exceeded.
    • Some Asteroids could be missing Navigation data for ships.
    • Commands using special symbols (such as /, ], or [) were default bound to the symbol keys for a QWERTY keyboard layout, even if the player used a different keyboard language layout.[/list]
    • Multiplayer
      • In some instances, players would encounter network errors that could prevent them from joining multiplayer games.
      • Linux users could desync in multiplayer (Linux players must use Proton 9 for fix to apply).
        • War Games
          • Players could occasionally receive “Connection Failed” or “Retrying Connection” notifications before fully loading into the next stage
          • Desync Errors could be displayed after hyperspacing to the second stage.
          • In the Deep Space map, one of the resource nodes could have its large resource pocket separated from the node.
          • Players could gain more experience points at the end of the playthrough if the last stage was New Galaxy map.
          • The “Intercept Enemy Transports” objective could mistakenly complete if a transport reached its exit point.
          • In the Under the Ice map, an objective blocker could occur due to the Lost Probe staying in place if ships passed through the capture area without staying.
          • The location of an incursion point in the Under the Ice map could cause some Incarnate ships to spawn and go through the terrain.

        • Artifacts
          • The incorrect ship tactical icon would be shown on these artifacts: Cluster Missile Turret Pattern Artifact, Railgun Transport Pattern Artifact, Tactical Bomber Pattern Artifact, and the 8 Smart Missile Frigate Artifacts.
          • Artifact “Hiigaran Strikecraft Boost” was unintentionally available as an upgrade for Incarnate Beam Fighters in the “Experimental Weapons Fleet”.

        • Skirmish
          • Kala Terminus 2-6 player Skirmish map has been updated. There are new player starting positions and more resources to support larger and longer PVP and PVE matches.
          • Trinity Gate and Naraka map’s starting positions were the opposite of those shown on the lobby preview.
          • When creating an offline Skirmish match, the host was sometimes placed into Team 2 by default.
          • In the Buran Ice Shelf map, slot 1’s resource nodes could have more resources than the other slots.
          • Assets on the Buran Ice Shelf map could load without collision.
          • Build caps for Railgun Corvette would not always match the Corvette Population Caps for Hiigaran players.

    • Campaign
      • Tutorial: Torpedo Frigate could occasionally move outside of the playable area if they destroyed the allied ships before the player’s ships attacked them.
      • Kesura Minor: Barrage Frigates could occasionally be destroyed if captured after destroying the Carrier.
      • Trinity Gate: It was possible to use the gate without controlling all three data spires, which was not the intended behavior.
      • Trinity Gate: Attack Frigates could unintentionally be added to the fleet population when captured.
      • The Lighthouse: A progression blocker could sometimes occur from the possibility of the Carrier salvage setting stuck if the Resource Carriers delivered it on the same movement plane as the Mothership.
      • The Lighthouse: Passive units Guarding another ship could break off and chase moving asteroids.
      • Naraka Gate: The Mothership could sometimes not appear at the Repair Bay after watching the cutscenes when the NLIPS option was disabled.
      • Chamber of Storms: The hyperspace Incarnate Battlecruiser cutscene would not fit correctly in Ultrawide.

    • Visual Updates:
      • The In-Game HDR option in Video settings could sometimes be turned on despite the Windows' HDR option being set to Off in the Monitor's settings.
      • The Khar-Sajuuk Mega Beam VFX cut off prematurely in rare instances.
      • Durring the Hiigara mission, the explosion/smoke trails VFX of Combat Drones occasionally stuttered when destroyed.
      • The VFX that played when Power Regulators exploded were incorrectly implemented.
      • VFX attached to lights sometimes persisted after a ship was destroyed.
      • The smoke effect on damaged Mothership sometimes lacked depth fade in the material which could cause particles to visibly clip with geometry.
      • Ion Cannon Frigate had a mesh split
      • The Fleet Bomber would disappear a short distance away from the camera when cloaked.
      • Active gates sometimes shone excessively when the camera was positioned close to them.
      • Ship lights occasionally flickered while the camera was moving.
      • The lights on facility assets occasionally flickered and were overscaled.
      • Pausing the title while certain ships were maneuvering would occasionally cause their auxiliary engines to flicker.
      • The engine trail bloom of fighter-class ships sometimes popped in and out suddenly on medium and low settings.
      • Engine trail colors occasionally randomly changed for ships produced after 2 minutes of gameplay.

    • Audio Updates:
      • VO for all units was missing when selecting ships while playing as the Incarnate fleet.
      • There was occasionally no audio notification for new chat messages.
      • It was possible for no feedback to play when undocking a unit with the “Auto Launch” option set to OFF.
      • Skipping the first Cinematic could cause the in-game speech to break.
      • Friendly Carrier, Destroyer, and Battlecruiser lost voice lines would incorrectly play when an enemy of each type was destroyed after loading a saved game.
      • The lost Carrier’s voiceline would play when an enemy Carrier was destroyed.
      • Captured Raider Barrage Frigates occasionally lacked VO when selected or ordered to use abilities.
      • Raider Command Carrier weapons were quieter than intended over distance.
      • The notification speeches regarding the Resource Controller and Carrier being under attack were occasionally absent for the 'Remastered Fleet'.
      • The Naraka Gate SFX would repeat three times when opened.

    • UI:
      • Added a "More Info" button to mod detail modal that links to the mod URL.
      • The research requirement for the Incarnate Missile, Smart Missile, Multi-Beam Frigates and Carrier all mentioned Assault Frigate instead of Attack Frigate.
      • The movement line occasionally became shorter than the initial movement range right after ordering a ship to move to a marker.
      • A debug string could present itself in the movement disc’s tooltip when specific languages were selected.
      • In the Lobby Browser, when a lobby was selected, a debug string was occasionally visible to the right.
      • When selecting units quickly, resulting in more than 12 unit icons in the Unit Selection Panel, icons for units at the bottom of the list occasionally appeared over the units at the top.
      • Not all Mothership upgrades were occasionally displayed in the 'Ship Upgrades' panel.
      • Backing out of the "Restart" pop-up occasionally limited the 'ESC' key functionality until the "Exit" tab was clicked.
      • Players occasionally did not notice that they could scroll down to select options when creating a multiplayer lobby.
      • In the Context Menu, abilities on cooldown occasionally appeared as available and did not offer negative feedback when selected.
      • The ship info panel occasionally lacked Unit Stats.
      • Save and Load cards created on the Chamber Of Storms mission weren’t formatted properly on some resolutions.
      • Camera Input Bindings were editable when Camera Movement options were disabled, which could be confusing.

    • Fixed several crashes and many additional minor bugs

Dev Update: The Journey Ahead

Hi everyone,

Now that the dust has begun to settle, we’d like to share some details about Homeworld 3 and the journey ahead.

We’ve been collecting and prioritizing your feedback about Homeworld 3’s gameplay. As always, thank you! Here are a few things we’re taking immediate action on and we will continue to update you on their progress. Additional work is in the planning stages, expect new updates in the coming months.



Open maps & “claustrophobic” maps


Though terrain is a major feature in Homeworld 3, we’ve heard that many of you miss the vast, empty maps of earlier Homeworld games. Some of you also feel that Homeworld 3’s maps can be too small or “claustrophobic.” We have already started work on our first new Skirmish map without large terrain — just open space. We’ll also look at other maps to make sure you can pull the camera out far enough and, if necessary, make further adjustments.

Strategic pacing & directional damage


We have heard your thoughts on the overall pace of combat. Homeworld 3 is definitely a faster-paced game, and many of you feel like you aren’t able to maneuver properly or employ tactics like flanking. We’re increasing the health of units. This will allow you more time to maneuver in an engagement to make use of things like directional damage.

And, just to dispel any confusion, Homeworld 3 has directional damage!

There’s been some doubt about that, which we think is due to the pace of combat and that it wasn’t present in the War Games demo. We’re also increasing the efficacy of directional and flank damage. We think this will increase Homeworld 3’s strategic depth by incentivizing unit positioning and smart maneuvering.

Improving unit behaviors


Speaking of maneuvering: During the next several weeks you’re going to start seeing improvements to unit behaviors. For example, things like larger ships needing to engage from the same plane of combat and various other behaviors will be addressed over the coming weeks and months. We also have fixes for issues like units occasionally forgetting their orders and improvements for various units like Suppression and Torpedo Frigates.

Hyperspace Jumps & a new tech tree in Skirmish


Skirmish has long been a staple of Homeworld and RTSes, and there’s a couple of things we think we can do to improve this experience. Notably, we are exploring implementing Hyperspace Jumping in Skirmish, allowing you to teleport ships across the map for some audacious gambits. We’re also reworking the Skirmish tech tree to help make strategic player choices more meaningful and allow early game fleet compositions to be more nuanced.

Tactical Pause & Time Dilation for solo Skirmish & War Games


This will be coming up in our June 1.1 patch. For users who want to pause or slow down combat in solo games— now you can, just like in the campaign!


Above: Also coming in Patch 1.1 is a new War Games Artifact that'll unlock the ultra-powerful Heavy Suppression Frigate variant.

Mod tools incoming!


We’re continuing to work toward the launch of Homeworld 3’s official modding tools. If you’ve browsed the mod.io dashboard within Homeworld 3, you’ve already seen the cool things the community is creating. Our mod tools will only empower that effort. Officially, they can be used to create and share Skirmish maps, but for adventurous modders who aren’t afraid to go into uncharted territory, there’s a lot more that could theoretically be done — and we can’t wait to see what this community creates.

To be clear, all of this will be moving forward in parallel to our ongoing bug-fixing and improvement efforts. By the time Patch 1.1 drops in June, we’ll be on target to address over 150 issues and counting — including performance improvements, better support for AZERTY and QWERTZ keyboards, and many, many other things.

With the help of this community, we will make Homeworld 3 the best it can be. To that end, we will strive to incorporate your gameplay feedback even more in the weeks and months ahead.

Thank you,
Blackbird Interactive and Gearbox Publishing

Hotfix Update 1.03

Hello Commanders,

Today we are releasing a hotfix (1.03) for Homeworld 3 that addresses some reported concerns we’ve seen from players, including AZERTY & QWERTZ key rebindings and a couple of progression blockers that some players were seeing.
A note on “what is coming next” is still in the works and we’re hoping to release more information on the custom Homeworld 3 Unreal 4 editor soon.

We have released an update for Homeworld 3, and added the following rebind controls:
  • Control Group key bindings are able to be rebound, allowing players using AZERTY and other keyboard types to use them
  • Menu & Cycle Production Unit Focus key bindings can now be rebound
    • Note: These two additions come with some untranslated new menu entries, but we wanted to unlock these features for players asap.
    • Translations on these menu options will be added in a future update.

In this update, we have also addressed the following concerns from players:

Multiplayer
  • The War Games Production Bay map stuttered or lagged despite high framerates
  • Epic players were unable to invite other Epic players via the EGS overlay
  • The "Remove Player" button in lobbies was not consistently removing players
  • When lobby hosts selected “Return to Lobby” after a finished match, the “Abort Launch” would occasionally not reset for other players

Gameplay
  • Captured Incarnate Destroyers started attacking player units over time

Campaign
  • There was a continuity discrepancy in the Campaign mission 13 intro cutscene
  • Players could occasionally be short 1 Resource Unit in Mission 1

UI/Accessibility
  • Scrollbar appearance and hover behavior weren’t consistent and sometimes difficult to use

We are continuing to investigate the reports created for issues players are experiencing while playing Homeworld 3. Coming soon, we’ll have more information on some of the confirmed bug fixes that we have planned for the game.