AI War 2 v1.018-1.021 Released! “Methodical Achievement”

Release notes here.  This one is pretty huge!  And it does finally have achievements — 139 of them — although not all of them will be visible on Steam for a few days. So what’s new? Achievements come with a few caveats, such as not having an in-game list to view them yet, and not […]

AI War 2 v1.017 Released! “Random AI Types”

Release notes here.  Lots of good fixes and tweaks in this one! There are finally random AI types that you can select in the lobby (Random Easier, Random Moderate, Random Hard, Random Brutal, Random Any), which is a long-requested feature that the first game had. The lobby now also sorts the AI types by difficulty […]

AI War 2 v1.016 Released! “Back From Beta”

It’s nice to do a beta when needed, but it’s also nice to keep that period brief.  We found a number of problems in 1.015 that we fixed and pushed in two non-version-incrementing releases that we just wrapped into the older release notes. Release notes for the new build are here.  They’re very small by […]

AI War 2 BETA v1.015 Released! “Testing The Outguard Waters”

Sometimes when we introduce changes that are sufficiently large, we like to run it through a beta branch first.  This is one of those releases, with the changes to the Outguard.   We’d love it if lots of folks would give this a try, so that we can feel confident bringing this back off the beta […]

AI War 2 v1.014 Released! “High AIP Playstyle Viability”

Release notes here. This one has a lot of cool stuff that should make more playstyles viable.  It may make the game a little easier than we want, but one step at a time.  Balance Swinging Your Direction A Bit For Once Next release will have some exciting changes to the outguard that StarKelp has designed […]

AI War 2 v1.013 Released! “Menacing Messages From The Machine”

Release notes here. Lots more stuff, and there was an intermediate hotfix build as well in here.  Main new things: The AI now writes you a chat message as well as giving you the voice taunt.  So if you have sound off, or voice off, or just have trouble understanding it in the din of battle… […]

AI War 2 v1.011 Released! “SuperCat Swats Back”

Release notes here. This is a big one, in terms of having a lot of items.  They fall into six main categories: Continued UI polish. Some experimental changes to group-move from a new volunteer dev. Tweaks to the Intel screen and some new beginner objectives for ARS, GCA and flagship capturing to teach people that those […]

AI War 2 v1.010 Released! “Extracting Those Archives”

Release notes here. Relatively small release, and honestly the largest improvements are to the  metal flows detail screen.  But something about hacking, and in particularly spire archives, always makes me think of this scene from Star Trek TNG. “I just love scanning for life forms” pops into my head in daily life much more often than […]

AI War 2 v1.008 Released! “Golems And Arks Come Marching In”

Release notes here. Lots of stuff in this one!  Also, there’s a new interview with me and Rob chatting over at the eXplorminate’s podcast, if you’re interested. There’s a new option under the debug settings that lets you forcefully change the difficulty of the AIs if you want to, after having already started the game.  Later […]

AI War 2 v1.007 Released! “The Player/AI Arms Race Intensifies”

Release notes here. Some players have noted that they’re able to deep-strike way into enemy territory with what feels like too little response from the AI.  So… now the AI has a new AI Reserve force (in new campaigns only) that it can bring in to help defend its planets when it detects you deep-striking. A […]

AI War 2 v1.006 Released! “Freedom Of Fleet Line Combination”

Release notes here. Duplicate Ship Lines In One Fleet The marquee feature in this build is that you have full freedom with your fleets now to combine the same ship type into multiple slots of a single fleet if you want.  Aka, if you have three lines of snipers or bombers, you can just slap those […]

AI War 2 v1.005 Released! “Answering Your Top Requests”

Release notes here. There are actually several releases in one here, since we had a few small ones we just posted about on the forums rather than making a full announcement.  But we’re back to where we’ll be doing an announcement for each release again. This particular build… does a whole heck of a lot, good […]

AI War 2 v1.002 Released! “ARSes, Instigators, and Tech Vaults, Oh My”

Release notes here. This has been a very busy week!  Personally I was doing semi-successful broadcasts of myself playing the game on Steam, and then the world’s longest AMA on reddit, and originally before that just looking into a ton of correspondence with players and press, answering questions, etc. Meanwhile, Badger and Puffin have been going […]

AI War 2 has left early access!

Chris here! By any sane metric I can think of, AI War 2 shouldn’t exist. And yet it’s more than I ever imagined it could be. (Store links: Steam, Humble, GOG) When we first set out to make this game three years ago, it was far less ambitious. Even that was going to be really […]

AI War 2 v1.001 Released! “Official Game Launch!”

Release notes here. The actually go-live time isn’t until 11am EST tomorrow morning (the 22nd), but we’re going ahead and pushing out this version now to make sure that everything is A-OK in advance. We actually did a small build on Friday that introduced the hacking log, but it was a small one.  Both of these […]

AI War 2 v0.952 Released! “A Little Help From Scary Friends”

Release notes here. Yesterday we actually did a small hotfix version that had a number of cool things in it, but they were small enough that I didn’t post about it here.  So hence the version jump of two. What’s new between the two of these? There’s a really cool new “Helping Hands” quick start in […]

AI War 2 v0.950 Released! “First Press Build”

Release notes here. After three long years, we’re finally at the point where we’re ready to start showing this off to the press in a non-preview fashion.  This build does still have some bugs and some rough edges, but they’re minor in the main and we have a week to finish up that sort of thing […]

AI War 2 v0.900 Released! “Custom Fleets With Empty Slots”

Release notes here. More refinement, and one major new feature.  First let’s talk about the smaller stuff: The science menu is looking better, with more icons on there. The standing order buttons now show their hotkeys for you. There’s a new “flagship movement mode” control option for all your mobile flagships and battlestations.  This lets them […]

AI War 2 v0.899 Released! “Intel Objective Difficulty Ratings”

Release notes here. More refinement!  Lots of good stuff here. The intel sidebar has a bunch of colorization improvements, as well as difficulty estimates based on things like what ships are at the planets on the way to the objective.  These sorts of things really should help new players (and frankly, anyone) choose ideal targets.  Huge […]

AI War 2 v0.898 Released! “Galactic Linkages”

Release notes here. Mostly this one is about refinement, but it has some major quality of life additions on the galaxy map, most of those thanks to Asteroid. You can now adjust the scale of icons on the galaxy map (this one I added), and the default is a bit bigger.  The smaller size was nice […]

AI War 2 v0.897 Released! “Commanding From The Galaxy Map”

Release notes here. Oh good grief this one is huge.  From one day’s work, too.  Let’s get down to it! The Title Feature: Commanding From The Galaxy Map Okay, so a funny thing happened when I added fleets to the game a few months ago: people started expecting to be able to select them on the […]

AI War 2 v0.896 Released! “Strength and Control”

Release notes here. This one has a lot of little UI improvements, many of which center around hotkeys. Some of the sidebar hotkeys are more natural now (F for fleets, etc). A number of the controls in the controls configuration menu have been recategorized or clarified. You can now hold the R key while looking at […]

AI War 2 v0.895 Released! “Major Progress On Tutorials Framework”

Release notes here. This one actually has some key bugfixes as well, including a change to how stacks work that really has an enormous impact on balance.  The AI may be too weak now, since more of your shots actually hit stacks now since that bug was fixed. There are also some new hotkeys for placing […]

AI War 2 v0.894 Released! “Desaturation And Cross-Planet Move Orders”

Release notes here. The visual look of the game is pretty notably different, in the sense that the  whole affair looks more “serious” now.  The borders of icons are thinner, and the saturation is 80% of what it used to be (by default). If you want the saturation back up bright and cheery (or even more […]

AI War 2 v0.893 Released! “Usability and Tutorial Prep”

Release notes here. There are a variety of interface improvements in this one, and some small bits of balance updates.  The quick starts are also completely reworked and should be more favorably balanced for new players to not have them get overwhelmed. Tutorials On the tutorial front, right now we’re still building the tooling for our […]

AI War 2 v0.892 Released! “All Ship and Structure Visuals Done!”

Release notes here. The graphics for ships and structures being incomplete was one of our biggest bugbears… since forever, really.  We always were adding more ships and structures faster than we could do graphics for them. It’s been well over a year since I’ve done any new ship visuals, because my focus was elsewhere, but in […]

AI War 2 v0.891 Released! “Vast Tracts of… Ship Graphics”

Release notes here. Release Date For 1.0 Coming Up! We’re closing in on an official date for launch of 1.0!  At this point we’re tentatively thinking October 22nd, which would be the 10 year anniversary of AI War Classic arriving on Steam.  I suddenly feel very old, thinking about how large a span of time that […]

AI War 2 v0.890 Released! “Lighting and Darkness”

Release notes here. This one is pretty huge! The visuals for the 3D parts of the game have been hugely updated.  Things had gotten very dark, and were hard to see as well as having bloom that was too harsh.  There’s a long explanation for that here, if you’re into that sort of thing, but suffice […]