- Hotfix: Campaign rewards - 5 July 2026
Fixes:The global visualization button would instead control the game settings button sprite in the replay sceneThe campaign would get stuck in a black screen after winning a mission
- Fixes and disruptor achievement - 4 July 2026
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 cheatingAdded missing translations for the disruptorChanged translation text of warp station to better reflect its functionalityNew features:Popup transparency can now be enabled in the settings, which turns popups like node view windows transparent when you move your mouse away from themNew achievement for disrupting an opponent's factoryNotes:I actually had the code for popup transparency lying around for a while, I just had it disabled by a flag this whole time. I remember thinking it was a nice feature when I made it because it lets you quickly see the state of the board without clicking the node view window away, but I found it to be slightly annoying to work with while playtesting. B…
- New Campaign + - 2 July 2026
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, you'll have the option to start a new campaign and modify both campaign settings and the mission baseline rules. Right now this is only possible with presets, but I'm thinking about adding fully customizable campaign rules later too. I'm also thinking about reworking the campaign further, with new mission rewards, node types, bot types and modifiers. Fixes:Attempting to get the visibility of fleets without a target node would result in an exception and softlock the gameNew features:New settings for the campaign, rebalanced standard campaignChanges:Stretched the popup viewport in the connection scene for more vis…
- Better visuals - 28 June 2026
Fixes:(Potentially) fixed an issue where dragging a fleet movement would not register the start of the dragNew 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 replaced with better ones
- Fog of war - 21 June 2026
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 (§) to scan nodes from a distance.You gain vision from your own nodes and fleets. Depending on the rules of the match you're playing, those sources of vision reveal either only their own nodes or also the nodes directly connected to them. In true Argebe fashion, those settings can be adjusted either with rule presets or custom rules to let you patch around any frustrations you might have with the game's systems.When the fog of war is active, you'll have access to a new type of node: The Disruptor. This node allows you to scan or disrupt nodes for a price, letting you gain valuable intel, delay the enemy or steal…
- Scaling back the artillery buff slightly - 29 May 2026
Preset changes:Standard rules:Artillery charge cost: 25 -> 40Lenient rules:Artillery charge cost: 20 -> 30Punishing rules:Artillery charge cost: 30 -> 50Standard complexity:Artillery charge multiplier step: 1.05 -> 1.2Artillery charge destruction step: 0.2 -> 1.175Hard complexity:Artillery charge multiplier step: 1.1 -> 1.5Notes:Turns out I completely overtuned the artillery node in the last patch and made it way stronger than it should have been. Especially with the econ changes, you could fully charge an artillery node almost every turn and it would deal massive damage even at longer ranges. Now charging multiple pips in one turn is a more risky financial decision and not really worth it for blasting smaller enemy fleets. It should still retain its use as the tie-breaker for engaging def-post campers though.Okay but NOW I'm actually gonna start working on refactoring and QoL-ing stuff…
- Warp, Artillery and Economy buffs - 28 May 2026
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 uncontestedPreset changes:Standard rules:Initial resource amount: 100 -> 150Mine resource amount: 50 -> 60Max passive income: 150 -> 200Artillery charge cost: 50 -> 25Lenient rules:Initial resource amount: 150 -> 200Mine resource amount: 60 -> 75Max passive income: 200 -> 250Artillery charge cost: 25 -> 20Punishing rules:Artillery charge cost: 60 -> 30Standard complexity:Base warp destruction multiplier: 0.075 -> 0.035Warp destruction degradation multiplier: 0.65 -> 0.8Warp target not warp station multiplier: 1.25 -> 1.5 (Note, this is technically a nerf but it should make for a more interesting value spread)Artillery damage hop falloff: 0.1 -> 0.05Simple complexity:Base warp destruction multiplier: 0.05 -> 0.02Warp destruction degradation multiplier: 0.8…
- Campaign fixes - 27 May 2026
Fixed issues:Campaign missions would break in gamemodes with external scores due to a parsing errorThe neutral upgrade "Disable timer" in campaigns wouldn't apply correctlySpecial thanks to the guy who reported the bugs!
- Massive UI Upgrade - 26 May 2026
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.But as time went on, I realized that it needed another overhaul. Now that time has come. I upgraded the Unity version from 2021 LTS to 6000, which also removes a potential security risk that they found a while ago, and got to work with some new packages.I went through my old UI example and tried to nail down the things I wanted to change the most.The old UI in question:There's too much dark blue. That was like the most important thing I had to focus on. The foreground and the background felt too similar, the buttons weren't really popping out and there was too much contrast with the text.I then did what I should…
- Argebe has been released into the wild - 10 March 2025
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 really glad that I made it all this way to finally release version 1.1! Of course that's not the end of it! I'll continue to fix bugs, add new features and consider feedback as it comes in! But for now I'm just glad that it's finally official. I've always made games, it started with little tabletop concepts drawn on paper with rules that I misremembered half the time and sometimes forced my family to play. When I got into programming, the thing that kept making me explore new concepts on my own was game development. My first "game" was a C++ console app that drew each frame of some sort of text art individually.…
- The achievements work now - 26 February 2025
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!)
- The final stretch - 23 February 2025
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 starting on the 24th of February. Soooo... Change of plans. Argebe is now set to release on the 10th of March 2025! There are still some features I'd like to add, but I'm confident that I'll be able to get all of that done in time. Changes in this build I've reworked the campaign slightly and added a narrator to give you a purpose for your playthrough. I still want to add a few voicelines that play during a mission, not just outside of them, but that's for future me to do. There are also some new achievements (which don't work yet). The actual trigger code for them will come in the next version. This is still a priv…
- Accessibility and Parallax - 27 October 2024
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 to convey an illusion of depth The setup scenes now include a settings button, so you can adjust things like volume while waiting for people in a lobby Changes The board generator was slightly adjusted to favor a stronger noise pull towards the center in the last row of nodes. That should hopefully generate more interesting looking maps with more visual clarity The econ and military music themes have made their return! Now instead of being focused on the current phase (which usually is "combined" anyway), in the first 1/3 of the game, the calmer but more factory-like econ theme plays. After 2/3 of the game, it…
- The Big Steamworks Reworks - 29 September 2024
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 had a decent amount of experience with Unity going into it. In fact, I was working on another game of mine when I had the inspiration and idea for what Argebe would turn out to be! I wrestled with my own urges to start a new project for a few weeks before finally giving in and looking into networking solutions for Unity. Across the board, I saw mentions of a framework called "Mirror" and something called "Photon", but I kind of bounced off of those. What REALLY caught my eye was Unity's own solution: Network for GameObjects (NGO). Everything I needed was already built in, I wouldn't have to read into 3rd party d…
- Feedback-Fixes #2 - 11 August 2024
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 implementing a little system in the future that could enable me to give you (the pre-beta testers) a little something special for your efforts! Because I've spent this weekend fixing those bugs and changing stuff based on your feedback, I've had little time to look into networking. Let me tell you though, changing to Mirror and Steamworks is probably not even going to be that hard. More on that in the future though! Let's go through this week's changes: Bug fixes Disabled the takeover option on conversion-locked nodes that you already own The percentage buttons in the Factory now work as expected when the build cost f…
- Fixes and adjustments, thanks to your feedback! - 27 July 2024
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 with their own friends. Since then, a lot of you have already started testing the game for me and the feedback has been really positive so far! I've had some great discussions about complexity and balancing, but also suggestions and a few bug reports. So this is what I focused on in today's Dev-Stream: Bug fixes Fixed an issue where after starting the game for the first time and changing the language, the first part of the 'Welcome' dialog wasn't translated Fixed an issue where after cancelling a node conversion, the conversion option buttons weren't updated correctly Fixed an issue in the campaign that kept you in…
- Fixes and improvements - 21 July 2024
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 friend of the former options. Anyway, this is the first time I'm making a community post and I'm really excited! I'll try to explain all the things that are going on in the game's development as they happen, but I'll also try to keep it brief. So now, let's get into this first update! Updated German locale Seeing as a good amount of my playtesters are German, I've added some more translations for tutorials. Doing these takes some time, but I'll gradually release the localized versions as I go along. Updated translations: Quickstart tutorial Advanced econ tutorial Individual words for better clarity Tutorial fix…