- Zeta Leporis RTS updated to v.0.6.30.2026 - 18 September 2026
-Background GUI elements no longer disappear on mouseover of the upper-right GUI display while a unit is displayed. -Lengthened the background music track "Empire's Fate".
- Zeta Leporis RTS updated to v.0.6.29.2026 - 1 September 2026
Mostly a continuation of work on multiplayer; got more things working correctly and eliminated all currently known causes of multiplayer crashes, so it should be possible to play an entire multiplayer match to the end now, albeit still with plenty of quirky little bugs on the client side. In other words, multiplayer's still in a pre-alpha state. Changelog single player .6.23 -Enabled fullscreen switching (alt+enter). -Removed returns from localization files, which allegedly makes the game crash when not in fullscreen. -Explosion script is now executed by the exploding unit instead of the attacker. -Collector and defense turret shields no longer reset to 0 upon upgrading. .6.25 -Made fighter turn direction deterministic. .6.28 -Removed a line of code that was likely sometimes causing a unnecessary recalculation of which selected mechbot to display. multiplayer .6.22 -Fixed client crash o…
- Zeta Leporis RTS hotfixed to v.0.6.21.2026 - 30 July 2026
Changelog -Pressing hotkeys in the menus no longer crashes the game. multiplayer -Fixed client crash caused by reading the wrong buffer when selecting units.
- Zeta Leporis RTS updated to v.0.6.20.2026 - 29 July 2026
Fixed a particle display issue and some localization issues, and added an alternate option for MMB view panning. changelog -Turret muzzle flashes and ERC, MUI, and shipyard particles are no longer drawn at maximum zoom level. -Added ability to grab the view and move it using the middle mouse button. -Options menu toggle added for switching the MMB view pan method between "push" (how it was previously) and "grab". -ALT can now be held down while pressing the MMB to temporarily change to the other view pan method. -Updated localization files to include translations of the new options menu line. -Added missing characters to included Chinese, Japanese, and Korean fonts. -Unit names and descriptions now update properly when selecting a different language from the ingame options menu.
- Zeta Leporis RTS updated to v.0.6.19.2026 - 2 July 2026
Changelog single player .6.17 -Available resource deposit locations are now highlighted when placing resource collectors. -Fixed targeting issue causing individual fighters to stop finding targets automatically in some cases. -Units' GUI elements are now drawn by the GUI controller rather than by the individual units, and are no longer drawn when off screen, for improved efficiency. -Unit GUI element position is now updated properly when changing the GUI scale in-game with the +/- keys. -Changed audio volume to be set logarithmically and adjusted the default volume of music and sfx accordingly. -Removed unused master volume variable. -Fixed bugs and added missing code preventing target/construction assignment via shipyard rally point from working correctly for all shipyards. multiplayer .6.17 -Attempted to fix issue with clients' mechbots at match start being in a slightly different loc…
- 0.6: The "Juicy" Update - 26 June 2026
Juice: All those little extra details that together make a big difference.Amid the ongoing work on multiplayer, I've (finally!) juiced up the game a bit, adding shadows, projectile glow, ship engine jets, shipyard construction arms, and better explosions. I've also improved the appearance of units under construction, as well as the appearance of mechbots as they are doing the constructing. Update 0.6 also features GUI improvements, a new background music track (featured in the update video), bug fixes and efficiency improvements, and a new unit, the resource converter:The resource converter, available upon reaching tech level 3, continually turns two resource types into the third resource type at a 2,2:1 ratio, until its storage is full. The converted resource can be chosen manually, or the converter can be set to run automatically, in which case it reevaluates which resource to produce…
- Zeta Leporis RTS updated to v.0.5.57.2026 - 1 April 2026
Changelog -No longer possible to open the ingame menu from stats screen in certain cases. -Tutorial no longer spawns extra asteroids and fuel clouds if singleplayer map type is set to "fair random". -Fixed order of operations issue with upgrade script. -Fixed a variable typo that was presumably causing the Technology Research Facility and Battlestations to still display their energy tech 5 upgrade cost in tech level 6. -Updated Gamemaker IDE to v2024.14.3.217 -Updated background manipulation code to stop using GMS 1.4 compatability scripts. -Added graphics quality setting to options menu after determining that computers with integrated graphics (aka potatoes) struggle with the parallax background. -Fixed issue allowing auto-upgrade to infinitely (but very slowly) upgrade tech level past tier 6. -Fixed issue preventing shipyards from constructing ships without first clearing the build qu…
- Zeta Leporis RTS updated to v.0.5.41.2026 - 5 March 2026
Zeta's gone from 0.4 to 0.5 to denote multiplayer becoming close to barely functional! I've spent the past few months primarily working on multiplayer (which is still very much a work in progress; I've been slowed by a handful of tricky issues, some of which still persist) but I've also made a number of quality of life improvements and fixed a few bugs along the way. Changelog -Pressing the home key now properly toggles the debug overlay instead of crashing the game. -Keypad "/" key no longer also toggles the debug overlay. -Improved efficiency of target assignment code. -Removed some redundant variables from the unit selection script. -Cleaned up outdated elements of unit selection VO code. -Removed some redundancy from unit production button code. -Eliminated single frame delay after clicking a production or research button. -Altered the timing for resetting some variables to account…
- Zeta Leporis RTS updated to v.0.4.111.2025 - 20 November 2025
Today's update primarily features work on multiplayer (which is still very much a work in progress) but there have been a few additions and corrections to the game otherwise as well. Changelog -Fixed issue allowing 101 units in shipyard production queues instead of 100. -Code for adding units to the shipyard production queue removed some needless inefficiency. -Assigning multiple mechbots to construction now uses the selected unit array. -Shipyard rally points are now drawn using the selected unit array. -Resources' builtOn and playerBuilding variables are now proper booleans as they should've been all along. -Cursor now changes while placing a building for construction. -Added more particle effects to Energy Reversal Cannon to improve visual feedback of its functionality. -Moved resource generation code from room creation event to room start event. Multiplayer (work in progress) Still…
- Zeta Leporis RTS hotfixed to v.0.4.82.2025 - 4 September 2025
-If a unit that is being displayed is destroyed, the displayed unit is now set to noone. -Players are no longer able to control units after being eliminated.
- Zeta Leporis RTS hotfixed to v.0.4.81.2025 - 30 August 2025
-Fixed issue caused by assimilation of shipyards that sometimes resulted in players not being able to build fully to their unit limits.
- Zeta Leporis RTS updated to v.0.4.80.2025 - 30 August 2025
changelog -Shipyards will now build other units in their queues if the unit limit for the next ship in queue has been reached. -Fixed an issue where AI failed to build new mechbots in tech level 3 when the cargo barge limit was set too low. -Resource counts in end of match statistics are now always displayed as whole numbers. -AI no longer creates one fewer unit than the unit cap. multiplayer (work in progress) -Fixed an issue causing the host to display clients' build menus.
- Zeta Leporis RTS updated to v.0.4.79.2025 - 10 August 2025
I've been taking it easy over the summer so this is just a small update with a couple nice improvements. -buildings under construction now periodically display a notification when lacking resources. -brightened background asteroids to make them more noticeable. -fixed bug preventing mech shipyard rally points from being assigned to an existing construction project. multiplayer (still very unfinished and broken!) -removed an unused argument from scr_client_build_building. -closer to having menu buttons and mechbot construction working for clients. -client mechbots are now properly assigned to assist with building construction.
- Zeta Leporis RTS updated to v.0.4.72.2025 - 20 June 2025
changelog multiplayer (work in progress) Changed unit ownership checks to be compatible with multiplayer. Starting and upgraded client buildings are now properly set as built, with resources stored. Fighters no longer fail to spawn for clients. However their client-side movement is still mostly unfinished. Ore and fuel collectors no longer fail to spawn for clients.
- Zeta Leporis RTS updated to v.0.4.68.2025 - 18 June 2025
Changelog -Removed redundant button location variables from production buildings and mechbots. -Selecting battlestations of different classes no longer prevents VO from playing and unit UI from displaying. -Sprite alpha of units under construction now decreases when they take damage. -AI now properly takes into account the overall shipyard limit when determining how many of each type of shipyard to make. -AI construction can no longer get stuck trying to make more shipyards than are allowed. multiplayer (work in progress) -Host and client controllers are now created as intended upon multiplayer match creation. -Host now handles client mouse input...somewhat. Production menus still don't work. -Client view is now set to the proper starting location at match start. -Host and clients now use the same units (special client versions of units proved to be impractical). -Client construction no…
- Zeta Leporis RTS hotfixed to v.0.4.47.2025 - 17 April 2025
Fixed a math error causing the targeting grid to work incorrectly.
- Graphics Update - 14 April 2025
Changelog Improved the appearance of most units. Fixed issue where the human player defaulted to player 1 instead of noone. Unit selection is now more efficient. Fixed an issue with one of the scout VO lines being played too frequently. HUD now displays current shield/max shield, same as HP display. Changed some variables that were needlessly present in all units to global variables. Unit selection code is now handled in a single step by the game controller, improving efficiency and multiplayer compatability. Refactored targeting grid system to be compatible with an engine update. Reworked intro video to be compatible with (presumably a bug introduced by) an engine update. Buildings and battlestations now play vo sounds when box selected; units now play vo sounds when hotkey selected. Stored resource counts in endgame stats now properly account for resources lost when cargo barges are d…
- Zeta Leporis RTS updated to v.0.4.44.2025 - 21 March 2025
User interface improvement update Changelog: -Fixed issue introduced in the previous update which prevented small spacecraft from being destroyed when fog of war is enabled. -Removed excessive bass from explosion noises. -Cargo barges can now successfully deliver resources to moving capital ships. -Cargo barges now find a new destination as soon as their current destination becomes ineligible, rather than waiting to reach it first. -Text and sound notification now plays when tech level increases. -Randomized the start time for ambient noises so they aren't as loud when multiple are playing that were created at the same time. -Player elimination notification text now uses large font. -Buttons for spacecraft that cannot currently be constructed are now displayed in red. -Buttons for spacecraft or research that are not yet available are now shown but grayed out. -Improved code efficiency f…
- Two new defensive units added, easy AI difficulty nerfed. - 14 March 2025
Two new units, which have existed in concept from the start, have now finally joined the fight, They are both specialty defensive turrets and compliment each other. They can both be constructed by class B or higher mechbots. The Energy Reversal Cannon is available beginning in Tech Level 3 and absorbs and reflects enemy energy projectiles in a large radius, up to a certain threshold, after which it begins to take damage. The discharge of its cannon lowers its stored energy, so high damage per minute is needed to destroy it...unless it is targeted by missiles, which it cannot absorb. Shield research also applies to the ERC, making it stronger in later tech levels. The Missile Interception Unit debuts in Tech Level 4, and redirects any nearby enemy missiles toward itself, destroying them without taking damage. It is vulnerable to all other projectiles. ---------- A number of people had me…
- Zeta Leporis RTS updated to v.0.4.42.2025 - 6 March 2025
Patch notes -Holding down LMB on the minimap now pans the view. -Holding down MMB now pans the view. -Translated the in-game text to Japanese, Simplified and Traditional Chinese, Ukrainian, Bulgarian, Italian, Korean, German, Spanish, Greek, Indonesian, and Thai using chatGPT. There will likely be some translation errors and UI issues, which I'll work to clean up in the future.