August 28, Big Content Patch!
1 new Card! 4 new Missions! 5 new Tech options! 3 new Traits! 2 new Ranks! For full details, check out

Developer posts and news about this game.

1 new Card! 4 new Missions! 5 new Tech options! 3 new Traits! 2 new Ranks! For full details, check out

I'm aiming for next Friday for the next patch, and it's a big one. So far it has 1 new card, 4 new missions, 5 new tech options, 3 new starting traits, and 2 new ranks! If you want to try all of the new stuff, join the Discord and follow the instructions for joining the beta test

I'm working on a slightly larger patch, which is going to take a little longer than the last few. My main goal is to spread out where mission types become more difficult across more ranks, so I'm adding ~2 new ranks. I would like the final cosmetic upgrade tier to still be based

The main focus of this patch was higher Rank balance, but there are two new Tech options and some new quality of life features for everyone! See for the full patch notes. If you've been enjoying the game, please consider leaving a review. It helps a lot!

The primary focus of this patch is player control in the roguelike. In particular, the subjective feeling that you have enough control to steer your build into something fun and powerful from run to run. The main update for that is a new system allowing you to spend your money to

I am moving towards patching every Friday for a while. Highlights for this patch: 2 new Tech options: Lightweight Materials and Rapid Turret Deployment An extensive balance pass, focused on missions, Tech, and Traits. It's a pretty big one, check here for full details:

Is Tax the Colonies indeed OP? Read on:

New Traits! Balance tweaks! Full notes here:

I’ve been reading all of the reviews, discussion threads, and Discord chatter, and I’ve been grateful for all of the kind words and excitement. There has been a fair share of criticism too, majority of which has been well thought out and constructive. I’ve been reading through it

The mission nerfs will continue until win rates improve. Full patch notes:

Full patch notes:

Full patch notes here:

Traits are now offered at the start of ALL roguelike runs, not just when you beat the first mini-boss in the previous run. Full patch notes here:

The roguelike has a new Trait system, granting you a choice between various boosts (economic or military) to your starting setup. Check the patch notes for full details:

This patch introduces some settings so players who want more of a "slinging a bunch of cards" experience can get it one. Limited to story mode only. Different changes are still in progress for making the roguelike a bit less resource-constrained. Full details:

Some balance and QoL improvements:

Tiny patch, mostly to fix a bug preventing folks with very old save files from abandoning them in favor of starting a new run: www.flaregatenetwork.com/patch-notes/june-19-2026-patch

I'll be livestreaming a build of the full game's roguelike mode, Friday, June 19th. The rough plan is: 1-2 runs in the morning, starting around 9 AM EST 1-2 more runs in the evening, starting around 8 PM EST This means all the cards, missions, enemy types, and technologies in the

Added 4 new options to the demo tech pool, and reworked the rewards so you can afford to research way more tech options per run. See www.flaregatenetwork.com/patch-notes/june-16-2026 for full details.

For the duration of the festival, the free demo will have extra roguelike missions and ranks available! I will also occasionally be livestreaming the game (visible on the main store page, or here ). Stop on by to chat about the game!