Teleport any gater or bot that would remain stuck in a gate room for a long time Builders will not repair gate room door as long as someone remains in the gate room Improved game launch to avoid potential freezes
Celebrating One Year of Exogate Initiative!
Greetings Gaters!
Exogate Initiative has now been in Early Access for one orbit around the sun! We’d like to take this opportunity to thank everyone who’s played, given feedback on, reviewed, wishlisted, or otherwise supported the game. We wouldn’t be here without you guys!
So let’s take a look back through space and time, and reflect on the game’s journey so far - as well as update you on our revised pre-launch schedule (short version: there will be another update before 1.0).
Many adventures have been had through the Exogate. Many more await.
A Brief History of Exogate Initiative (Early Access Edition)
18 April 2023: Steam Early Access Launch (AKA the Big Bang)
The game launched with many new features not seen in the previous demos, enabling substantial campaign runs for the first time. New features included invasions, 5 gater classes, full roster of core rooms and unlocks, and 166 new and revised narrative events. The game was also fully playable in English, French and German. (For what happened before the Big Bang, please scroll riiiiiiiiiiiight to the bottom of our news feed!)
Q2 2023: Balancing, Performance, UX, Bugs
It’s fair to say the game launched in what me might tentatively call “hard mode.” The balancing and economy still needed some work, and so that was the priority for our first post-launch updates. Combined with important performance, stability, and UX improvements, we smoothed out the player experience. We also squashed many bugs (alas not Sqarbs).
Q3 2023: Event Editor & Steam Workshop
Our first major content update! We launched our event editor tools so players could create their own choice-based missions on exoplanets - including support for linked storylines, to tell stories across multiple worlds. Built-in Steam Workshop support means you can also share your creations, or download what others have made.
This update also saw us add plenty of new events to the game, alongside new features in the base such as bedrock mining and new types of beds.
Q4 2023: Alien Gaters & Operations Room
Alien gaters arrived before the end of the year, bringing 3 new alien races to the game - but this time ones that could be recruited to live and work in the base, and go on missions with your teams! This went hand in hand with the new Operations room, which provided the much-requested ability to return to planets for more resources.
Sprinkle in some cool new tech like Exonium Generators, Builder Bot upgrades, and an improved mission overview UI, and this represented our second major content release.
Q1 2024: Invaders & Defenses
This brings us to the present day and our biggest update yet, released just last month. We overhauled the invasion gameplay to introduce different types of invader unit, which arrive in dynamic waves that adapt to your strategy. You of course were provided with new weapons, defenses and controls to deal with them!
We also added more equipment to craft, and unlocks that allow for more diverse classes on missions, so they can help with events.
Roadmap to Launch (Revised)
The main features left to implement before launch are:
Alien factions and 4X gameplay
Diplomat gater class
Further improvements, features and polishing, as time allows
However, the alien factions and 4X gameplay is a very large feature, and we want to make sure we get it right with your input. The original plan was to release this on a preview branch prior to the 1.0 launch - but instead we think a full patch update of a smaller version of the feature would be better.
So now there will be a patch update prior to 1.0, which will contain 1 alien faction with their own agenda on the star map. This should launch around early Quarter 3. From there we will iterate and improve the feature, and add an additional 3 factions to coincide with the 1.0 launch. This is summarized in the new roadmap image below:
We hope you’re as excited as we are for what’s coming next through the Exogate!
With that, all that remains is to say thank you once again for being a part of Exogate Initiative’s first year of life. We’d love to hear what the game means to you, what your favorite updates were, and what are some of your fondest memories from playing it this past year.
Safe travels, Maxime MILLET Creative Director, Xeno Bits
0.8.7 update hotfix 2
New
A very large invasion wave will happen from time to time
Changes
Sqarb Guardian shield range has been reduced from 10 to 8
Sqarb Guardian shield effect is now cumulative with a cap of 75% damage reduction
Sqarb Guardians now have a 50% chance to resist conventional weapons
Sqarb Guardians will not pack together as closely anymore
Sqarb new unit types will be encountered earlier in the game
Soldiers at guard posts will leave automatically to pursue invaders after a short time without acquiring a target
Increased minimum and default delay between invasion waves
Increased Railgun base damage (from 80 to 100)
Reduced Turret ammo capacity (from 30 to 20)
Decreased Turret reload duration (from 10 to 8 seconds)
Increased Turret cost (from 5000 to 10000)
Increased Turret power consumption (from 200 to 500)
Patent revenues will decrease more significantly after 12 months
Increased Ambulance Bot movement speed
Equipment crafting costs have been reduced
Soldiers not assigned to a guard post will equip a weapon before the invaders enter the base
Fixes
Fixed an issue where Turrets were not repaired by builder bots
Fixed an issue where Scientists were not studying some invader corpses
Fixed Exonium Generators not properly restarting when reloading a save
Fixed an issue where a Sqarb Warrior would sometimes never leave the base
Fixed an issue where some gaters would not be able to do anything after removing their Exosuit
0.8.7 update hotfix 1
Fixed an issue with workshop related unlocks, leading to foundry not processing ore properly.
New major update: Invaders, Defenses & More
Greetings Gaters!
We’re pleased to finally get this latest update into your hands! This is the biggest gameplay patch yet, so update your game on Steam and let us know what you think! To celebrate the launch we’re also putting the game on sale, at 25% discount for 10 days.
Despite the many changes, existing saves are still compatible. But for the optimum experience we recommend starting a new run.
Read on for the highlights - including some surprises not previously revealed! - and find the detailed changelog at the end of this message.
New Invaders & Adaptive Difficulty
Invasion waves are no longer limited to Sqarb Drones: 3 new types of invader join the ranks of those pouring into the base, each requiring a unique combat strategy to deal with.
Sqarb family portrait, circa 2057
The complete set of invaders now comprises:
Sqarb Drone: Versatile unit, which attacks power generators and breaks through locked doors (and sometimes walls)
Sqarb Guardian: Heavy defensive unit, which protects other nearby Sqarbs with its energy shield
Sqarb Warrior: Aggressive combat unit, which escorts other Sqarbs and attacks gaters on sight (not just soldiers!)
Sqarb Swarmer: Small unit that follows Drones and attacks power generators, using the energy to replicate itself
The makeup of each wave will vary dynamically now too. Rather than a linear increase in difficulty, each wave will adapt to your playstyle and performance, for a truly unique, fair and challenging experience.
New Weapons & Upgrades
To deal with the new threat we’re introducing new weapons for your soldiers, along with upgrades and automated turrets!
The turret was too big to fit in this image, but if you like these you’ll love that
The full arsenal now at your disposal:
Pistol: Basic sidearm available from the start, favored when assault rifles are unavailable
Assault Rifle: Powerful automatic rifle, favored over pistols
Plasma Launcher: Deals damage over a large area by launching a deadly plasma shell - useful for dealing with crowds of enemies
Railgun: Deals massive damage but takes time to reload, due to its high-velocity firing mechanism - useful against shielded enemies
Turret: Automated artillery weapon, which targets enemies in a cone in front of it, and reloads automatically
Each weapon can also be upgraded along two tech paths: Smart, which increases firing rate, and Heavy, which increases damage dealt. You’ll want to be fully upgraded by the time the late-game invasions ramp up!
To unlock advanced weapons and upgrades in the tech tree, you’ll need to use Alien Biotech Points: this is a new currency, which is accrued by your scientists when they study the remains of dead invaders.
New Defenses, Controls & Equipment
You’ll need more than just guns to stop the Sqarbs though - but don’t worry, we’ve got you covered with new defenses, equipment, and direct invasion controls!
An excellent example of non-authorized personnel
New defenses to place in the base:
Security Blast Door: A reinforced door, which locks automatically for non-authorized personnel
Shielded Guard Post: Shielded version of the standard guard post, affording soldiers protection during combat
Assuming direct control!
Direct invasion controls, so you can better manage your soldiers and civilians:
Combat Zone: Designate an area for your soldiers to rally during an invasion
Guard Post Controls: Order soldiers to man their guard posts, or to leave them and proceed to the Combat Zone
Safe Zone: Designate areas where your civilian gaters should gather during an invasion
Safe Zone Controls: Send civilians to their nearest Safe Zone, or give the all-clear
Lock All Doors: Lock/unlock all doors in the base with one click
New equipment, which you can craft at a Workbench and equip to individual gaters:
Body Armor: Reduces damage received, both during missions and in the base
Servo-Assisted Boots: Increases walking speed in the base
Mining Exoskeleton: This one isn’t technically about defense - but when the dust settles after an invasion, and your dusty mining missions resume, it allows gaters to carry more ore
Gater Training & Team Composition
New training unlocks in the tech tree now allow any class of gater to carry Bio Samples, Specimens, and Raw Ore during missions. This means you can send more diverse teams of gaters without sacrificing loot, such as soldiers and medics to improve mission safety, or other classes to help with events.
What might on first glance seem like a small feature, we think will address what is without doubt the most requested feature right now: larger team sizes. Implementing variable team sizes would have a big knock-on effect on the design of the game; we’re hopeful that we’ve instead introduced something that will serve the same purpose.
We’d love to hear what you think about this new feature!
What’s Next?
Now this hefty update is behind us, we can focus on the last big area of content before our 1.0 launch: Alien factions and 4X gameplay, bringing a new level of strategy and consequence to claiming territory on the star map. This will also see the introduction of the long-awaited Diplomat gater class.
What You Can Do To Help
We’re constantly listening to your feedback and using it to improve the game, alongside fixing bugs and adding polish. So please continue to let us know your thoughts about the game - whether it’s here on the Steam forums, on our Discord, through our player suggestions website, or through the in-game feedback tool itself.
As we near our all-important 1.0 launch, we’ll need all your support to help us make as big a wormhole-splash as possible! If you’ve not yet reviewed the game on Steam, now would be a great time to do so, which will boost us in the algorithm and help us reach as wide an audience as we can. Or if you’re waiting for the 1.0 launch to pick up the game, then a wishlist on our store page would also be a huge help.
And as mentioned, for anyone who’s considering purchasing the game to check out the latest update, it’s on sale at 25% discount for 10 days!
We’ll be in touch again as we move closer to the 1.0 launch. But for now, we hope you enjoy the new patch, and wish to thank you for your continued support.
Until the next Exogate activation!
Safe travels, Maxime MILLET Creative Director, Xeno Bits
Changelog 0.8.7
Please note that previous saves are still fully compatible, but due to many balancing changes you will have a better experience by starting a new game.
New
New Sqarb units will appear alongside the usual Drones during invasions, each requiring their own strategy to deal with: Warriors, Swarmers, Guardians.
Adaptive difficulty for invasions: each wave will now adapt to your performance, so it always offers a fair but challenging experience.
New weapons for defending the base: Pistols, Plasma Launchers and Railguns can now be unlocked!
New tech tree resource for unlocking weapons and upgrades: Alien Biotech Points, which accrue when scientists study invader remains. They grant access to new weapons, as well as Smart and Heavy upgrades, which increase firing rate and damage respectively.
New defensive objects to place: Security Blast Doors, which automatically lock for invaders; a shielded version of the Guard Post; automated Turrets, which deal massive damage, but take time to reload.
New direct invasion controls: designate a Combat Zone where your soldiers will rally, and one or more Safe Zones for civilians to gather at. Also order soldiers to leave or return to their Guard Posts (they are sent there automatically 3 days before an invasion), send civilians to or from their Safe Zones, and quickly lock or unlock all doors.
Civilians now flee when they spot an invader - especially useful since Sqarb Warriors aren’t picky about whom they target.
New equipment to craft at a Workbench and assign to each gater: Body Armor, which reduces damage received; Servo-Assisted Boots, which increases walking speed in the base; Mining Exoskeleton, which allows gaters to carry more ore during mining missions. There are also new shelves to build in the Armory to store this equipment.
New unlocks that allow all classes of gater to handle and carry Bio Samples, Specimens, and Raw Ore during missions, opening the door for more diverse team configurations that won’t sacrifice loot gain.
New unlocks to improve Foundry processing speed and efficiency, getting you more refined material sooner. You can also now filter which ores are processed by each Foundry.
New Workbench crafting queue: crafting tasks for equipment and exosuits can now be queued, rather than initiated one at a time; the queue can be managed from the Workbench’s detail panel.
We’ve added the complete list of all contextual tutorial pop-ups to a Tutorial Codex, which can be found on the pause menu.
Changes
The Common Items section of the build menu has been reorganized into Security and Weapons, to make it easier to navigate given the new objects now available
Pistols replace Rifles as the new default weapon for soldiers, unlocked with the Security category in the tech tree. Assault Rifles are now unlocked through the Advanced Weaponry category, using Alien Biotech points
The Assault Rifle now fires in bursts rather than continuously
Alien Culture Data Packs are now automatically assigned to empty Culture Study Consoles
Improved soldier AI at Guard Posts - they will each now try and target a different invader
An engineer no longer needs assigning to a Workbench to craft items - any available engineer will take up the task
Health bars now appear above the heads of invaders and soldiers involved in combat
Hitpoints now appear on invaders to show how much damage was dealt to them
Exonium Generators will now only activate if there is not enough energy available from other generators, to avoid them draining your exonium reserves unnecessarily - unless you activate them manually
Improved the invaders’ detail panel
Added the correct icon for the Alien Culture Data Study in the tech tree
Reworked psychological diagnosis - a medic will now only go to the desk when a gater requires diagnosis
A medic’s social need will now decrease after treating a gater
Medics will only interrupt non-critical tasks to go and treat other gaters
A Nuclid alien gater will take longer to repair themselves after a Meltdown
You can now cancel an active research project from the Current Research panel in the tech tree
It will now take longer to reach the Sqarbs’ homeworld
A soldier’s weapon damage bonuses are now visible as a tooltip when hovering over their class name on their detail panel
Alien gaters joining the initiative from mission events will now be level 5 instead of 10
Sqarbs patcher cost was increased by 10 Exonium and 5 Cobbium
Gaters will get more XP after recurring missions
Fixes
Engineers will no longer craft at the Workbench if they are carrying something
Better AI management for Engineers refilling Exonium Generators
The maximum monthly wage for applicants to a Recruitment Campaign was not the one used by those hired
Gaters assigned to a Nap Pod were sometimes asking for a locker
The Recruitment Campaign list was sometimes corrupted
Fixed the animation of soldiers using the Dance Station
Fixed a bug where the Arcade Cabinet was still playing after the gater left
Fixed a bug where the Patent Writing Console was still active after the gater left
Fixed a looping animation bug when a female Engineer fell unconscious
Fixed a bug when selling a Meal Dispenser while new stock was being delivered
Fixed a bug where the ICU was still playing sound when a gater died before reaching it
Fixed a bug where the wrong gater could be assigned to a new team
Fixed a loading bug where gaters on their way to use the Bench Press had the wrong animations
Patch 0.8.7 Launch Date Announcement
Greetings Gaters!
We can finally announce that the new patch will launch on 26 March 2024, bringing new base invaders, defenses, weapons, and much more! Finalizing this patch has taken longer than expected for our small team, but it’s also the biggest gameplay update yet, with more content coming than previously announced.
We’ll elaborate more in the launch day post, but for now, here’s a little glimpse of the key new features in action:
Space invaders!
It won’t be much longer now, and we look forward to welcoming you back through the Exogate soon!
Safe travels, Maxime MILLET Creative Director, Xeno Bits
Patch Preview 0.8.7: New Sqarb Invaders
Greetings Gaters!
There hasn’t been much news from us lately, but that’s because we’ve been hard at work on the content for the next update, which we can now begin to share with you.
As we mentioned in the last roadmap progress report, the next patch will focus on new invader types, and new defences and craftable equipment to deal with them. This time though, let’s take a closer look at the new invaders:
The Sqarbs Diversify
Here’s what you can expect in terms of new enemies and how they’ll play:
New units: 3 new types of Sqarb will invade through the Gate, in addition to Drones, each with their own unique gameplay strategy
Reactive challenge: the quantity and type of units in each invasion will adapt based on how you handled the previous invasion
Let’s look at each of the new units in turn, along with the Drones you’re already familiar with for comparison:
Sqarb Guardian: A heavy defensive unit, which protects other nearby Sqarbs with an energy shield
Sqarb Warrior: An aggressive combat unit, which escorts other Sqarbs and attacks gaters on sight
Sqarb Swarmer: A small attack unit that follows Drones and attacks power generators, using the energy to replicate itself
Sqarb Drone: The core of the Sqarb army: attacks power generators, breaking through locked doors (and sometimes walls) to reach them, and defending itself if attacked
So there you have it - more Sqarbs pouring through the Gate, and a little more on your XO’s plate.
Next time we’ll take a closer look at the new defenses and equipment you’ll have at your disposal, to stem the tide of invading Sqarbs. Look out for that as we move towards our Q1 release for Patch 0.8.7.
In the meantime, please continue to share your thoughts and feedback with us, wishlist or review the game on Steam, and spread your appreciation far and wide! We’re eternally grateful for all your support.
We’ll see you again soon through the Exogate!
Safe travels, Maxime MILLET Creative Director, Xeno Bits
Exogate Initiative Sale in the Steam Capitalism and Economy Fest
Greetings Gaters!
Exogate Initiative is on sale for 25% off during Steam’s Capitalism and Economy Festival, from 8 to 15 January.
Let’s celebrate the Committee funding that helped Rudy Cobb realise his dream of exogate technology, and that helps new XOs get their Initiatives off the ground - before they have to rely on self-made moolah from writing patents and mining rare materials! Because as it turns out, the best things in the universe aren’t free.
Money makes the world go round - and exoplanets too
So if you’re yet to pick up the game, this festival could be a great time to step through the Exogate, maximize those bottom lines, and keep the Committee sweet! Check out our latest content update and roadmap progress to see where we are and what’s coming next. Head to the store page if you like what you see.
Meanwhile we’re hard at work on the next major content update to the game: expect new types of invaders, and new weapons and equipment to deal with them! We’ll be sharing more on that in the coming weeks.
Safe travels, Maxime MILLET Creative Director, Xeno Bits
0.8.5 update hotfix 5
Fixed issue with teams starting mission in loop
0.8.5 update hotfix 4
Improved team queuing for the gate
Fixed patent parts display
Fixed issues with scholars picking and replacing books before study
Fixed issue where gaters would drop items they can store