Adeptus Titanicus: Dominus cover
Adeptus Titanicus: Dominus screenshot
Genre: Strategy, Turn-based strategy (TBS), Tactical

Adeptus Titanicus: Dominus

Adeptus Titanicus: Dominus shooting model and other behind-the-scenes changes

Hi everyone! It's Mark here with news about a significant change Glenn and I have made to how shooting works in Adeptus Titanicus: Dominus.

Changes to how shooting works


We have reviewed our approach to weapon shooting and implemented a better, more visceral approach where shooting always occurs regardless of range or target, yet retains the same chances of causing damage.

All weapons will now fire regardless of range or intervening terrain, except where friendly targets are in the way; however, objects in the way will of course block your shots, and if your target is beyond the weapon's range, the shots are almost guaranteed to miss. In effect, a weapon's range is no longer its maximum range, but rather an effective range.

This should make shooting feel more epic, with a greater chance for terrain to be destroyed by errant fire—buildings should collapse more often, and in fact deliberately targeting units just to clear intervening buildings is a valid and often useful tactic.

This should also stop the situation where players felt weapons should have fired but they did not, as this was seemingly the result of unperceived intervening terrain.

There are many changes in this update that might (and probably will) need further change, but for now we are happy this is a good first step. We will be eagerly reading your feedback to see what you think of the direction we have taken.

Power Fist fixes and improvements


Our initial implementation of the Reaver Power Fists had some issues that took us a while to spot, but the net effect of these was that Power Fists were not as potent as they should have been in single-player (they worked properly in multi-player, but have been tweaked there also). This has now been rectified, so you should find Power Fists are now more deadly than ever.

Upgrade to Unity version


We have updated to a later version of Unity in order to improve our overall efficiency. While this unplanned-for exercise derailed development by a couple of weeks, development will be smoother and faster going forward as a result, so the time spent is not lost time and is very worthwhile.

Updating Unity required extensive reworking on pretty much everything in the game to ensure nothing was broken. At this point, it seems nothing is broken, but we'll be keeping a keen eye on it in case we've missing anything. From a player's perspective, everything should look and feel much the same, but frame-rate may have improved for players with lower-spec PCs.

No longer supporting DirectX9


As part of our Unity upgrade, we have been forced to abandon support for DirectX9. Impact to players should be non-existent, however, given less than 1% of Windows users are still running Windows XP and DirectX9, and almost all of these are business users forced to remain on XP for various, non gaming-related reasons.

One immediate benefit of this change is that players with more recent video cards may perceive visual improvement, as Dominus is now able to make greater use of the latest versions of DirectX.

Thank you!


Glenn and I remain extremely grateful to all players in the Adeptus Titanicus: Dominus community for your continuing feedback and support for Dominus as we undertake our Early Access journey. Your Steam reviews and enthusiasm for 40K and Dominus is very much appreciated.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can improve the game and as a team.
— Mark & Glenn

New Adeptus Titanicus: Dominus update brings major changes to Titan configuration

Hi everyone! It's Mark here with some news about important changes Glenn and I have made to Adeptus Titanicus: Dominus in the latest update.

Titan configuration has replaced variants-based system


The most often requested change to Adeptus Titanicus: Dominus was that we replace the variants-based system with one that allowed players to customise their Titans by choosing their our configurations.

Today, we have taken the first step in giving you greater customisation by replacing the variants-based system with one that offers greater customisation, and that we can further expand as development continues.

At launch, we deliberately limited the Detachment Builder to a system based on pre-configured variants. We did this because the original 6mm rules were variant-based and following suit allowed us to continue to benefit from the original system's inherent balance.

This design decision did not resonate with many players, however, and—following a long review and due consideration—we have changed direction and replaced the Detachment Builder screen with a new Maniple Builder screen that allows players much greater control over Titan configuration.

Chaos Skirmish mode now available


We have made it possible to play as Chaos in the single-player Skirmish mode.

This feature was requested almost as frequently as Titan configuration. We hope Chaos players will enjoy this addition.

Looking forward


For the next few updates, Glenn and I will be focussing on adding the remaining Titan weapon systems. Following that, we will shift our focus to implementing the single-player campaign, which will come in as part of the second Major Update.

There are other as-yet-unannounced things that we cannot yet discuss. Look for formal announcements about these things as development progresses.

Glenn and I want to thank all players in the Adeptus Titanicus: Dominus community for your continued support for us and for Dominus as we undertake our Early Access journey. Your feedback, your Steam reviews and your enthusiasm is always greatly appreciated.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can improve the game and as a team.
— Mark & Glenn

New bug-fix update now available

A snall update has just been released for Adeptus Titanicus: Dominus that focusses on fixing some key bugs and other issues affecting enjoyment of the game.

The biggest changes are an adjustment to how soon Close Combat is detected, an adjustment to how targets on the periphery of maximum range are treated, and lighting changes across all maps to accommodate the shift from Forward Rendering (which was causes crashes for some players) back to Deferred Rendering

The change to Close Combat detection should make it easier to initiate Close Combat. This is likely to be just the first such adjustment to the Close Combat mechanics, with more changes needed as player feedback is received, but we think this change will markedly improve the Close Combat experience.

The change to shooting should alleviate the situation where your Titans would occasionally fail to shoot at targets when tthey were on the periphery of your maximum range. Now, targets right on maximum range should suffer at least one volley of your righteous fire. The Emperor protects*.

*Unless you're playing as Chaos, of course. In which case...not so much.

New mode added to Multi-Player


We have added a new mode to Multi-Player called "Poison Chalice". When this new mode is selected at load, each player's BTS will explode at the start of the game, leaving you both without your most expensive Titans! Adapt and recover! And remember the Emperor's wisdom: Losses are acceptable. Failure is not.

We will be adding this mode to the single-player Skirmish mode as part of our next update.

Scenarios revised


We have revised the scenarios to incorporate the new battlefields, so there are now two scenarios for each battlefield and new challenges for veteran players to overcome.

Price rise


As discussed in a recent news post, and in-lne with our stated pricing adjustment policy in the Early Access section of our Steam store page, we are increasing the price for Adeptus Titanicus: Dominus to US$14.99.

The price at Early Access launch was commensurate with the amount of content available in the game at that time—which was the first three Titan variants, a Single-player Skirmish mode, Multi-player and three battlefields. Since then, we've added many new Titan variants and a Single-player Scenarios mode, and the first Major Update added new Close Combat mechanics and weapons, the new Stress mechanics and a complete overhaul of the game's damage model—not to mention revitalised visuals.

Further to this and in-line with our stated pricing policy, we've today announced that we have raised the price from USD9.99 to USD14.99.

We feel that this approach of raising the price upon release of Major Updates will appropriately reward those gamers who have joined us on our Early Access journey—and we are particularly happy that it rewards those of you who joined us from the very beginning.

Glenn and I remain incredibly grateful for the support and enthusiasm you have shown. THANK YOU for your continued support for us and Adeptus Titanicus: Dominus through our Early Access journey. Your feedback, your Steam reviews and your enthusiasm has been fantastic and is very much appreciated. We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve.
— Mark & Glenn

The full update notes appear below.

Early Access Alpha v0.9.4.2.3 update notes


  • Added new mode to Multi-Player called "Poison Chalice", where each player's BTS will explode at game-start, leaving you both without your most expensive Titans!
  • Revised the scenarios to incorporate the new battlefields.
  • Close combat was not initiating consistently. This was most noticeable in Multi-Player mode, but also affected Single-Player games. We have increased the detection radius by 30% to make close combat trigger more consistently; however, it remains important that you get as close as possible to the target enemy Titan (it's still best practice to position the hologram on the toes of the target). We will be reviewing player feedback to see if this needs to be further revised—or indeed if the mechanics for initiating Close Combat need to be reconsidered.
  • When Titans were just out of range at the end of their movement, it would appear like the Titan had failed to shoot. This was intended behaviour; however, as it was causing confusion, we have modified shooting such that complete non-firing at the periphery of maximum range should now occur much less frequently.
  • Titan weapon barrels were lifting into the air upon target destruction. This has been fixed.
  • Following a change to deferred rendering, battlefield lighting was not as intended. We have revised each battlefield to now have the intended lighting.
  • Lost Void Shield, Hit (damage) and Armour Save icons were not spawning correctly. This has been rectified.
  • An unintended delay was occurring between the point where a Titan's Void Shields failed completely and the armour started receiving hits. This has been rectified.
  • In multi-player, the Warlord Plasma Annihilator's Recharge icon was not being displayed as intended. This has been rectified.
  • It was difficult to position Titans on the bridge in the Industrial Sector battlefield. This has been addressed and you should now be able to position units upon the bridge as intended.
  • Some battlefields were intermittently not instantiating Titans correctly at game start. This has been rectified.

Adeptus Titanicus: Dominus updated to fix Multi-Player issue

Early Access Alpha v0.9.4.2.2


Several players experienced a game-breaking issue in Multi-Player, where their Titans would explode upon game start. This update should rectify this.

First Major Update for Adeptus Titanicus: Dominus is now available!

Hi everyone! Glenn and I have just released the first Major Update for Adeptus Titanicus: Dominus!

Close Combat


We have added the 4th Edition's Close Combat mechanics, along with the first close combat weapon system—the Reaver Power Fist!

Close combat is a MASSIVE game-changer for Dominus. All princeps will have the option of going in for "hand to hand" combat when they find themselves in close-quarters battles, whether armed with close combat weaponry or not, but those crews that have selected close combat weapons for their Titans will RELISH IT and actively seek it out upon field of battle!

Close Combat is DECISIVE—meaning it's frequently deadly. Close combat occurs inside of the Titans' void shields, which means any damage done completely bypasses the combatant's shields, hitting the armour directly.

In an assault, Titans armed with close combat weaponry will have a massive advantage over those without. For example, the Reaver's new Power Fist weapon system is adding THREE EXTRA HITS in any close combat (over and above the Reaver's standard six hits—standard hits are equal to the Titan's starting Damage Capacity) and the Power Fist's extra hits are all TITAN KILLER hits, each of which can do up to THREE DAMAGE with NO ARMOUR SAVES! As you can probably appreciate, even just one Power Fist turns your average Reaver into a close-quarters killing engine—and you can have TWO OF THEM if you're happy to forego most of your ranged shooting capability!

That's the trade-off, of course: carrying more punchy weapons means taking less shooty weaponry—it's up to you to decide what these new close combat weapons are worth to you, and whether or not you want to bring them for your battles.

It's also important to understand that close combat occurs both ways—the engaging Titan will hit its enemy and the enemy will hit it back! This differentiates close combat from normal shooting attacks, where the enemy does not shoot back within the activation (unless it was on Overwatch).

Total Overhaul of the Damage Model


After a lot of community consultation, Glenn and I decided to make a radical change to how damage works in Dominus, taking it further away from the tabletop's abstraction in favour of a more direct action approach that calculates damage as it happens, in real-time.

Combat is now more direct. Each individual shot, if it connects, will have an impact. Every bullet. Every laser. Every missile.

To counter this and ensure shooting stayed true to the effectiveness apparent in the tabletop rules, we have introduced accuracy modifiers. Depending on what Order you have given and intervening terrain, some shots may now go astray. In this way, the tabletop game's inherent balance is retained.

Each shot now has a penetration test against armour. This is founded in the original tabletop rules, so again that inherent balance is retained. Shots that bounce off armour are indicated with an icon that briefly appears on screen. Penetrating hits will, of course, cause damage and a reduction in your damage bar.

Another big change we have made is the effectiveness of weapons against Void Shields. Previously, all weapons had to penetrate the shields in order to reduce them, which meant that anti-personnel (AP)-centric weapons like Vulcan Megabolters were almost always less appealing than anti-tank (AT)-centric weapons like Turbo Laser Destructors. From this first Major Update, however, this has changed. All weapons now reduce shields equally well—not necessarily by the same amount, but penetration tests will not longer be needed for shields.

This will have HUGE implications for weapon selection, as you may now elect to take variants with cheaper, high rate-of-fire weapons purely for use as "shield strippers". We'll be keeping an eye on this aspect to see if it's working as intended and what, if any, points changes are needed, but our internal testing indicates this is a fun and exciting change to army list building and the overall game dynamic.

The new damage model also changes our approach to "friendly fire". If you have placed your Titans so they cannot shoot past each other, they will quite likely hit each other and cause damage.

Cinematic Mode


We have added a new Cinematic Mode (which will be turned on by default, but can be turned off if you don't like it) that selects pseudo-random camera positions around the Titans as they execute their orders.

Stress


The first Major Update brings in the new Stress mechanic, which fans of the 6mm tabletop game will recognise as stemming from the "blast markers" rules. Stress adds a new strategic layer to the game, as you will need to manage how much stress individual Titans are suffering. Here's how it works.

As a battle progresses, your war engines will suffer Stress from the strain that enemy attacks put on the god-machines and their crews. Your Titans can each suffer Stress equal to their starting Damage Capacity, and a new Stress meter/status bar will appear above your other bars (Void Shields and Damage) so you can see at a glance how much Stress your engines are coping with—or not coping with!

Each enemy attack will add to your Stress meter, regardless of whether or not damage was done—as Stress captures everything from the physical to the mental—and any actual damage done further adds to the Stress meter. When the Stress meter hits 100%, the war engine will temporarily shut down, becoming completely ineffectual—in game terms, this means that if it has not already been activated that turn, it will be set activated.

At the end of each turn, in the End Phase, each Titan will shed just over half the Stress it is carrying and return to a fighting stance, so Titans that were forced to shut down in the previous turn will return to active duty in the new turn.

Total Overhaul of the Battlefields


We have completely redone the first three battlefields for this update. In response to feedback received about the look and feel of the battlefields, Glenn has painstakingly recreated each of the three existing maps to improve and extend Dominus' aesthetics—in doing so, he has also set a new, much higher bar, from which all the battlefields yet to come will likewise benefit. This has taken Glenn a LOT of time, but we think you will agree the new maps were worth the wait when you play on them.

Three New Battlefields


The first Major Update has also shipped with the next three battlefields.

VOLCANIC WALK
A combination of shielded gullies, uncovered walk-ways and open areas calls for flexible tactics.

RESEARCH FACILITIES
Dual facilities sit at either end of this battlefield, with plenty of obstructions to cover your approach.

TWISTING CANYONS
A plethora of shielded gullies means cat-and-mouse tactics are the order of the day.

We intend to release new battlefields (and environment art assets) over time via minor updates.

Optimisations and Performance Improvements


We have done a lot of work to improve the game's overall performance, which will particularly benefit those of you playing on older hardware.

The Future


We hope you agree there is plenty to enjoy in this first Major Update, but of course that's not where the story of Adeptus Titanicus: Dominus' development ends. There's more to look forward to as Dominus comes together, most notably new battlefields and environments, new weapon systems, new variants, and of course the single-player campaign!

On behalf of Glenn and myself, THANK YOU for your continued support for us and Adeptus Titanicus: Dominus through our Early Access journey. Your feedback, your Steam reviews and your enthusiasm has been fantastic and is very much appreciated. We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve. It all helps us a great deal.

Happy holidays!
— Mark & Glenn

Price rise incoming!

As per our Early Access pricing statement (available on our Steam store page, if you haven't seen it), the price at Early Access launch was commensurate with the amount of content available in the game at that time—which was the first three Titan variants, a Single-player Skirmish mode, Multi-player and three battlefields. Since then, we've added many new Titan variants and a Single-player Scenarios mode, and the first Major Update is about to add new Close Combat mechanics and weapons, the new Stress mechanics and a complete overhaul of the game's damage model, not to mention the revitalised visuals.

Further to this and in-line with our stated pricing policy, we've today announced that we will be raising the price upon release of the first Major Update from USD9.99 to USD14.99.

We feel that this approach of raising the price upon release of Major Updates will appropriately reward those gamers who have joined us on our Early Access journey—and we are particularly happy that it rewards those of you who joined us from the very beginning.

New battlefields announced!

We've just announced that the first Major Update will now also ship with the next three battlefields, each predicated on the aesthetics introduced in the first three battlefields.

VOLCANIC WALK
A combination of shielded gullies, uncovered walk-ways and open areas calls for flexible tactics.

RESEARCH FACILITIES
Dual facilities sit at either end of this battlefield, with plenty of obstructions to cover your approach.

TWISTING CANYONS
A plethora of shielded gullies means cat-and-mouse tactics are the order of the day.

Check out the Announcements section on our Steam store page here for screenshots!

News! Changing damage model: from Abstraction to Direct Action

Hi everyone! We're getting closer every day to releasing the first Major Update to Adeptus Titanicus: Dominus, so now is a good time to let you know about a significant change we're making to how damage works in Dominus.

As you may know already, over the past few months, we've been engaging in discussions with our players here in our Steam Discussions forum about all aspects of the game. One area that has frequently been flagged for discussion is how damage was handled.

To date, we have tried to keep Dominus as close to the original 4th Ed 6mm tabletop experience as we could. This meant that damage, like on the tabletop, was calculated at the end of your Titan's action, which allowed us to take time-on-target and other mechanics into account almost exactly as they were accounted on the tabletop.

We thought this was cool. Our players found it counter-intuitive and generally did not like it very much.

We've had the past few months to ponder this feedback. To weigh it up. To consider all angles.

We've come to a conclusion: you are right.

We decided to make a change and take the damage model further away from the tabletop's abstraction in favour of a more direct action approach that calculates damage as it happens, in real-time. As the bullets are flying, as it were.

Total Overhaul of the Damage Model


Today, we are announcing that the first Major Update will now also include a total overhaul of the damage model, both in shooting and in close combat.

Combat in the first Major Update will be more direct. Each individual shot, if it connects, will have an impact. Every bullet. Every laser. Every rocket.

To counter this and ensure shooting stayed true to the effectiveness apparent in the tabletop rules, we have introduced accuracy modifiers. Depending on what Order you have given and intervening terrain, some shots may now go astray. In this way, the tabletop game's inherent balance is retained.

Each shot now has a penetration test against armour. This is founded in the original tabletop rules, so again that inherent balance is retained. Shots that bounce of armour are indicated with an icon that briefly appears on screen. Penetrating hits will, of course, cause damage and a reduction in your damage bar.

One BIG change that we're making, however, that is NOT part of the tabletop game is the effectiveness of weapons against Void Shields. Currently, all weapons have to penetrate the shields in order to reduce them, which meant that AP-centric weapons like Vulcan Megabolters were almost always less appealing than AT-centric weapons like Turbo Laser Destructors. From release of the first Major Update, however, this will change. All weapons will reduce shields equally well—not necessarily by the same amount, but penetration tests will not longer be needed for shields. This will have HUGE implications for weapon selection, as you may now elect to take variants with cheaper, high rate-of-fire weapons purely for use as "shield strippers". We'll be keeping an eye on this aspect to see if it's working as intended and what, if any, points changes are needed, but our internal testing indicates this is a fun and exciting change to army list building and the overall game dynamic.

The new damage model also changes our approach to "friendly fire". If you have placed your Titans so they cannot shoot past each other, they will quite likely hit each other and cause damage.

As always, we are extremely grateful for your continued support for us and Adeptus Titanicus: Dominus through our Early Access journey. Your feedback, your Steam reviews and your enthusiasm for what Glenn and I are trying to achieve with Dominus constantly amazes us and is ALWAYS appreciated.

We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve. As we hope today's announcement evidences, we are listening and willing to change direction when we decide you're right and we are wrong. ːsteamhappyː

— Mark & Glenn

News! Details regarding the first Major Update for Adeptus Titanicus: Dominus!

Hi everyone! We're getting close to releasing the first Major Update to Adeptus Titanicus: Dominus, so we thought it high time we gave you details about what's coming as part of that.

Total Overhaul of the Battlefields


We have completely redone the first three battlefields for this update. In response to feedback received about the look and feel of the battlefields, Glenn has painstakingly recreated each of the three existing maps to improve and extend Dominus' aesthetics—in doing so, he has also set a new, much higher bar, from which all the battlefields yet to come will likewise benefit. This has taken Glenn a LOT of time, but we think you will agree the new maps were worth the wait when you play on them.

Here are some screenshots of the replacement battlefields that are now being tested in-game.

Facebook Replacement Battlefields Album

Optimisations and Performance Improvements


Glenn and I have done a lot of work to improve the game's overall performance, which will particularly benefit those of you playing on older hardware.

This has been achieved in several ways, but most notably by implementing Unity's level of detail (LOD) system. In the new build, building models will increase in details as you get closer, but the trade-off is that there may be some visible changes now and then as buildings transition. This will be more noticeable on some battlefields than on others, depending on lighting, but is hopefully not too noticeable or jarring—and we think it's worth the trade-off, anyway, as this technique will also allow us to add EVEN MORE DESTRUCTIBLE BUILDINGS!

Glenn has already started planning his first Dense Urban battlefield, which is something many of you have requested—and we have wanted to do!—so Glenn and I are pretty pumped for that.

Cinematic Mode


We have added a new Cinematic Mode (which will be turned on by default, but can be turned off if you don't like it) that selects pseudo-random camera positions around the Titans as they execute their orders.

Stress


The first Major Update brings in the new Stress mechanic, which fans of the 6mm tabletop game will recognise as stemming from the "blast markers" rules. Stress adds a new strategic layer to the game, as you will need to manage how much stress individual Titans are suffering. Here's how it works.

As a battle progresses, your war engines will suffer Stress from the strain that enemy attacks put on the god-machines and their crews. Your Titans can each suffer Stress equal to their starting Damage Capacity, and a new Stress meter/status bar will appear above your other bars (Void Shields and Damage) so you can see at a glance how much Stress your engines are coping with—or not coping with!

Each enemy attack will add to your Stress meter, regardless of whether or not damage was done—as Stress captures everything from the physical to the mental—and any actual damage done further adds to the Stress meter. When the Stress meter hits 100%, the war engine will temporarily shut down, becoming completely ineffectual—in game terms, this means that if it has not already been activated that turn, it will be set activated.

At the end of each turn, in the End Phase, each Titan will shed just over half the Stress it is carrying and return to a fighting stance, so Titans that were forced to shut down in the previous turn will return to active duty in the new turn.

Close Combat


We have added the 4th Edition's Close Combat mechanics, along with the first close combat weapon system—the Reaver Power Fist!

Close combat is a MASSIVE game-changer for Dominus. All princeps will have the option of going in for "hand to hand" combat when they find themselves in close-quarters battles, whether armed with close combat weaponry or not, but those crews that have selected close combat weapons for their Titans will RELISH IT and actively seek it out upon field of battle!

Close Combat is DECISIVE—meaning it's frequently deadly. Close combat occurs inside of the Titans' void shields, which means any damage done completely bypasses the combatant's shields, hitting the armour directly.

In an assault, Titans armed with close combat weaponry will have a massive advantage over those without. For example, the Reaver's new Power Fist weapon system is adding THREE EXTRA HITS in any close combat (over and above the Reaver's standard six hits—standard hits are equal to the Titan's starting Damage Capacity) and the Power Fist's extra hits are all TITAN KILLER hits, each of which can do up to THREE DAMAGE with NO ARMOUR SAVES! As you can probably appreciate, even just one Power Fist turns your average Reaver into a close-quarters killing engine—and you can have TWO OF THEM if you're happy to forego most of your ranged shooting capability!

That's the trade-off, of course: carrying more punchy weapons means taking less shooty weaponry—it's up to you to decide what these new close combat weapons are worth to you, and whether or not you want to bring them for your battles.

It's also important to understand that close combat occurs both ways—the engaging Titan will hit its enemy and the enemy will hit it back! This differentiates close combat from normal shooting attacks, where the enemy does not shoot back within the activation (unless it was on Overwatch).

The Future


We hope you agree there is plenty to look forward to in the first Major Update, but of course that's not where the story of Adeptus Titanicus: Dominus' development ends. There's a LOT more to look forward to as Dominus comes together, most notably new environments, new weapon systems, new variants, and of course the single-player campaign!

On behalf of Glenn and myself, THANK YOU for your continued support for us and Adeptus Titanicus: Dominus through our Early Access journey. Your feedback, your Steam reviews and your enthusiasm has been fantastic and is very much appreciated. We hope you will continue to add your voices on our Steam Discussions forum, in Discord, on Facebook and on Twitter, sharing your thoughts and opinions with us, and your suggestions as to how we can further improve. It all helps us a great deal.

— Mark & Glenn

Happy Halloween!

Celebrate Halloween this week with a 20% discount on Adeptus Titanicus: Dominus!

If you were wondering what's Halloween-y about Titans, let me ask you this: what is it about a 100 feet tall walking battleship blistering with heavy weaponry THAT IS NOT UTTERLY TERRIFYING!!??

If you answered "Nothing—Titans are indeed absolutely terrifying", you are correct. :)

Happy Halloween!
— Mark & Glenn