AI War 2 v0.711 Released! “Re-Mark-able”

Release notes here! The entire UI system has been basically overhauled. The xml definitions are largely the same, but under the hood it’s very different. The new approach makes it much easier to use in conjunction with the Unity WYSIWYG editor, which is very helpful when working with complex interfaces. The main menu has been […]

AI War 2 v0.707 Released! “Activating Mk2 Grinding Machine”

Release notes here! Before I talk more about the release, I should note that the GUI focus groups ( here ) are being an enormous help. Thanks so much to everyone helping there! We’re nearing a final design for various pre-game screens (main menu, lobby, etc) and look forward to getting those implements while the […]

AI War 2 v0.704 Released! “About that Flair”

Release notes here! This one (0.703 and 0.704) includes a wide variety of changes: * A ton of work on getting multiplayer functional again (still a ways to go, but it’s much further along). * A variety of quality-of-life improvements like edge-scrolling working despite UI elements, and selecting builders with B unsuppressing the build menu […]

AI War 2 v0.702 Released! “Activating Mk1 Grinding Machine”

Release notes here! During the development cycle of various AIWC expansions I reached a phase where I started naming the releases “Sanding Machine”, “Mk2 Sanding Machine”, and so on. It was a polish phase, albeit a violent sort of polishing. We’re not to the sanding stage yet here, but “Grinding” or maybe “Crushing”, like this: […]


It’s here! Arcen Games are proud to finally announce the launch of the first Starward Rogue expansion: AuGMENTED. Available now! This is a bumper content pack for Starward Rogue featuring the following list of goodies: * A new gold floor with unique challenges and rewards * 4 new music tracks composed by Pablo Vega and […]

AI War 2 v0.700 Released! “Hunting The Wild Beta Beast”

Release notes here! This one has a ton of improvements from the main menu background to the message you get when you inevitably lose. (Ok, it’s not completely inevitable). And just about everything in between. We’re approaching beta rapidly. For the full story please read the notes on the wiki, but here are some highlights: […]

AI War 2 v0.613 Released! “When Changes Escape”

Release notes here! Normally there’s some rhyme or reason to a release. In this case it was just time for these changes to escape. It’s pretty quiet at the end of a year and we’re mostly occupied with celebrations and other non-professional-work stuff, but there’s still been some progress. The credits for this release don’t […]

AI War 2 v0.612 Released! “AI Hunters and the Turrets that Stop Them”

Release notes here! It’s been a while since the last release, largely because there’s a lot in this one. The AI has undergone a bit of an overhaul. On the broad scale there’s the implementation of the Hunter Fleet (in AIWC we called it the Threatfleet) and refinement of the Warden Fleet (called the Special […]

Starward Rogue v1.750 released: two new mechs!

Hey everybody, Exciting news! You may have heard of the upcoming paid expansion for Starward Rogue, AuGMENTED. Well, we’ve decided to push the free content part of that a month earlier, as in… today! Merry Christmas! :) So, in today’s update, as well as containing a bunch of improvements and fixes we are also introducing […]

AI War 2 v0.611 Released! “The Special Forces Have Arrived (Again)”

Release notes here! This one had a lot of under-the-hood work to further the architecture goal of building the “Major” factions (human player, The AI) with mostly the same toolbox used for the “Minor” factions (Dyson, Devourer, Nanocaust, etc). This implicitly makes them all much more moddable and flexible. But the result that stands out […]

AI War 2 v0.610 Released! “Pay No Attention To The Golem Behind The Curtain”

Release notes here! This one is an assortment of changes, including another graphics pipeline shift from Chris and some neat stuff from community member BadgerBadger (if you notice a wormhole name glowing red to tell you where a wave is coming from, that’s who to thank). There are also some further efforts to limit shots […]

AI War 2 v0.608 Released! “Interface Evisceration”

(In case you don’t read our forums or our kickstarter, here’s a link to a recent gameplay video, from before this version’s work) Release notes here! This one is almost all about UI. The meat of it was totally redoing two key parts of the UI: the main ship tooltip, and the pre-game lobby. I’m […]

AI War 2 v0.607 Released! “Don’t Die Harder, Die Smarter”

Release notes here! Don’t Die Harder, Die Smarter This one goes a long way towards making AIW2’s units much more enthusiastic about their jobs. AI Waves (and Threat in general) now behave in a much more intelligent fashion. Well, except for the enforce-stupid-refusal-to-retreat-for-30-seconds change, which just makes it less annoying. Less annoying to you. Very […]

AI War 2 v0.606 Released! “Input-astrophe”

Release notes here! This one is about input. Camera input. Chris redid the entire camera system, and now it’s much more configurable in the Settings window (and the code itself is massively moddable). The “Free Look” mode is a major new thing, but the default view is also very different, in response to player feedback […]

AI War 2 v0.603 Released! “Banishment of the Bottom Bar”

Release notes here! One resounding theme of recent UI feedback is “the upward-expanding pile of buttons at the bottom has got to go”. So for this release we told all the functions in that menu “you ain’t gotta go home, but you can’t stay here”. The result is a general layout of: 1) Passive info […]

AI War 2 v0.602 Released! “Nice Sidebar You’ve Got There”

Release notes here! This one focuses on the UI, but there’s a lot of other stuff too. On the UI front: 1) The “Let’s make a better sidebar” experiment has been abandoned, beaten unconscious, and fed to the Devourer Golem. In some order. – Now we have a sidebar very much more like the original […]

AI War 2 v0.601 Released! “Grumpy Ark”

Release notes here! This one is mostly cleaning up various issues that have been highlighted since we made Alpha 0.600 available to all backers (well, as many as we had steam-keys for, sorry about the delay while we get more from Valve). But one very visible change is another revision to the art style to […]

AI War 2 v0.600 Released! “Tutorial Engine”

Release notes here! This one is the first version available to our kickstarter backers as a whole, instead of just the earlier testing groups. The game is still very much in testing and development, however :) That said, there’s one new key piece: an in-game tutorial, and the engine which makes more of those possible. […]

AI War 2 v0.528 Released! “De-uglification, Part 1”

Release notes here! Before this release, the GUI was really ugly. After this release, the GUI is still really ugly. But now it’s a lot better organized! :) Main Menu Before: Main Menu After: Game Setup Menu Before: Game Setup Menu After: In-Game Display Before: In-Game Display (note the top bar, especially) After: More to […]

AI War 2 v0.527 Released! “Factious AI”

Release notes here! This one is all about new AI Types and being able to choose between them in the Lobby. There’s some neat new personalities in there (I’m especially fond of “Brawler”, but I always did love the Burlusts), but the more important thing is all the framework necessary to have different factions have […]

AI War 2 v0.525 Released! “Targeting Priorities: So Many Things To Shoot, So Little Time”

Release notes here! Lots of quality-of-fun improvements here, including much-improved support for having selections of stuff from multiple planets, helpful new info on the AI Defenses galaxy display mode, descriptions of many common units, and another round of basic balance changes. But the main thing is definitely the addition of targeting modes for control groups. […]

AI War 2 v0.524 Released! “Improvement Variety Pack #1”

Release notes here! No one theme here, other than “make the game more fun to play” :) Opening with some UI improvements from community member BadgerBadger, and moving on to some behavior changes from me to make waves behave in a more familiar fashion and to make your ships not fan out in a counter-productive […]

AI War 2 v0.523 Released! “Indefensible Interface”

Release notes here! This one started with more work on differentiating the planets. In the last release we made it so the AI’s controller on each planet can be in different places. Now we’ve gone the rest of the way with all of the code for determining the position and type of the AI’s defensive […]

Plans and Status Updates for AI War 2

(Crossposted from kickstarter.) Chris and Keith here! Apologies for not having made any kickstarter updates since June, good grief. We’ve had daily or weekly interactions and updates on our forums, blog, youtube dev diary, and release notes pages for anyone who wanted the full firehose info dump, but that’s no excuse. Schedule Slippage – Overview Let’s get to the toughest topic […]

AI War 2 v0.522 Released! “Variations On A Theme”

Release notes here! Lots of crazy going on lately, hence it being two weeks since the last release (sorry!) This time I focused on articulating some key “joints” in the skeleton of how the game comes together: – Wormhole placement now has much more variety, while maintaining the rule that you can tell which direction […]

AI War 2 v0.521 Released! “Fuel/Power Rebalance and Custom XML Data”

Release notes here! The main player-facing changes here are the rebalancing of fuel and power. Fuel costs have been halved so that your fleet size is not almost always capped by Fuel, but sometimes by Science. Power costs themselves are unchanged, but spending science on power-consuming units now gives you a galaxy-wide +% boost to […]

AI War 2 v0.520 Released! “Formations”

Release notes here! This one’s all about adding support for Formations. AIW Classic had limited support for this idea: you could set up your group of ships and use J+right-click to have them move to the target point while maintaining their position relative to one another. There was also a sticky-formation setting so that you […]

AI War 2 v0.518 Released! “Active Selections and Capturing the Uncapturable”

Release notes here! The main new feature here is that selecting a control group is now “sticky” or “active”: if more units of that control group are produced, or arrive from a different planet, they’re automatically added to your selection. This allows you to continue to give a fleet movement orders without having to periodically […]