Hotfix: Campaign rewards
Fixes: The global visualization button would instead control the game settings button sprite in the replay scene The campaign would get stuck in a black screen after winning a mission
Technical data

Fixes: The global visualization button would instead control the game settings button sprite in the replay scene The campaign would get stuck in a black screen after winning a mission

Fixes: The server would take the wrong connection count when calculating the action cost for a scan, which could result in a cost overdraft and lead to the game being prematurely ended due to suspected cheating Added missing translations for the disruptor Changed translation text

New campaign + One of the feedbacks I got in the feedback form was the wish for the ability to play harder campaigns. Considering I've wanted to do something like this from the very start, I'd say now is a good time to get New Campaign + out! After completing a standard campaign,

Fixes: (Potentially) fixed an issue where dragging a fleet movement would not register the start of the drag New features: Action animations have been enhanced with some post-processing and other effects (Which can be disabled in the settings) Changes: Node sprites have been repl

The fog of war is here! Argebe's core philosophy has always been about deterministic outcomes and full transparency. With the fog of war, that transparency has taken a bit of a hit. Now, in order to see what your opponent is doing, you'll need to send out fleets or spend Resource

Preset changes: Standard rules: Artillery charge cost: 25 -> 40 Lenient rules: Artillery charge cost: 20 -> 30 Punishing rules: Artillery charge cost: 30 -> 50 Standard complexity: Artillery charge multiplier step: 1.05 -> 1.2 Artillery charge destruction step: 0.2 -&

Gameplay changes: Warp nodes now allow warping to any node as long as a friendly fleet is present, or the node itself is friendly and uncontested Preset changes: Standard rules: Initial resource amount: 100 -> 150 Mine resource amount: 50 -> 60 Max passive income: 150 ->

Fixed issues: Campaign missions would break in gamemodes with external scores due to a parsing error The neutral upgrade "Disable timer" in campaigns wouldn't apply correctly Special thanks to the guy who reported the bugs!

Argebe was released over a year ago at this point. Back then, I was really happy with how it looked, since my earlier frame of reference for what Argebe used to look like was the default Unity UI style. Anything that adds a bit of character over that default style is an upgrade.

Players, playtesters, friends and family, people I've worked with and a mix of all of the above: It's done! After roughly 2.5 years of weekend and after-work development, Argebe is finally out. Releasing a game is a huge milestone for me, as it would be for anyone, I think. I'm r

The new achievements can now be earned in game and also unlock player icons. (If you've already set your icon to something that's now locked for you, you still get to use it! Good for you, early player!)

Argebe's release is coming closer When I first set up the Steam page for Argebe a long time ago, I set the release date to the 14th of February 2025. I don't know, it just felt like a nice date for no reason whatsoever. Then Steam told me I could be featured in the Next Fest star

I'm back from my little vacation and in order to get back into Argebe, I've made some small but hopefully impactful changes and additions to the game! Additions The animated background now does Parallax stuff, so it also moves with the camera but slower than the actual foreground

Oh boy. This post marks the end of a long overdue rework that took me quite a while to finish. Let's look at where it all began, and why changing what I did was so important! Humble beginnings Argebe is my first multiplayer game. I've made some singleplayer games before, so I've

Before we start In the past week, I've increased my inner circle of testers a bit. Thanks to you, I've gotten a lot of good feedback for changes and bug reports. Once again, I want to thank all of my testers for playing the game and sharing their thoughts! I'm looking into implem

Before we start I want to extend my deepest appreciation to all of you who have tried out Argebe's beta playtest in its first week of being live! I've given out a number of keys to friends, family, colleagues, former colleagues and some extra ones for those who wanted to play wit

Dev's first community post Heyo! I'm ExoSkull and usually go by "Exo". You probably know that if you're getting this community post, since I'm currently in the small-scale testing phase where everyone with access to the game is either a friend, already interested in the game or a