- Patch 1.0.7 - 10 June 2026
Fixes: Fixed issue with the deconstruct action and wall gate creation. You should be able to deconstruct walls normally now. Fixed issue with E5 salvage and E5 defense, they weren’t marked as passed even if you passed them Fixed mission translation for allied submodule name Fix possible softlock after completing/failing a mission and clicking multiple times on continue/restart/main menu buttons, this could happen accidentally Balancing: Lowered medium and large unit “sizes” a bit, they were getting blocked in places where they should be able to pass. I will keep monitoring this
- Patch 1.0.6 - 6 May 2026
Hey everyone, another small patch to fix stuff in the game! Fixes: Fixed cost display for some units in the info screen Fixed some issues with the mission Z2 Fabricator salvage Fixed issue when you deconstruct while pattern detecting, caused pattern detection to be stuck and other weird behavior. Fixed issue with building a block where if you moved the cursor fast enough you were able to build where you wouldn’t be able to usually Fixed issue where build just stopped working if you held it down long enough -Stellar
- Patch 1.0.5 - 29 April 2026
Fixes: Fixed issues that dialogues misfired in Mission Z5 Clean up Fixed issues that some objectives didn’t cleanup properly so they could fire in other missions, causing issues with various conditions Fixed issue in unlocks after mission sector D2 Final line, where if you chose to destroy the enemy, the unlocks said you unlocked Breacher, but it wasn’t available. Now Breacher unit won’t show in these unlocks, but later as it is supposed to. Fixed ability to build and do other game breaking stuff while paused Fixed issue in Mission B3 Small mining base. It completed if you finished the optional objective, now that won’t happen. Fixed cutscenes after mission B3 and B4 unlocked before you completed those missions Improvement: You can now zoom and move the camera normally while the game is paused
- Patch 1.0.4 - 16 April 2026
Fixes: Wall now behaves properly when selected to turn it into a gate Wall action of turning into a gate can now be cancelled with ESC or clicking outside the wall Fixed buildings that were inside your influence on the edge sometimes went disabled Improvements: Optimised building interaction, this should make a slight performance boost
- Patch 1.0.3 - 9 April 2026
Fixes: Wide and ultrawide screens are now somewhat supported. There may still be some UI issues here, so if you see any please report. You can also select other resolutions that have been tested to work if the game doesn’t work well on your resolution UI mode decoration was above some UI elements, now it will be below Fix localisation in free play options in the biome dropdown selected value Improvements: Added resolution and fullscreen options, so now you can manage your graphical settings as you wish
- Patch 1.0.2 - 4 April 2026
Hey everyone, another thanks to everyone that sent bug reports and balancing stuff that irked them. Fixes: Fixed medium ground spawner keybind number positioning on all orientations Fixed medium ground spawner unit spawn points on all orientations Fixed go big or go home ach trigger so it doesn’t happen on tutorial Fixed unit switch that breaks after some usage on medium and large ground spawners Fixed building on low influence didn’t detect patterns Fixed single block pattern detection for wall Fixed breacher bug where they just hang without doing anything when attacking Improvements: Added a note that explains what buildings with a special abilities are when they’re built the first time Added an objective to build them in missions after you unlock one of the buildings with a special ability Balance changes: Updated A1 The Portal balance, added more time and a few breathers in the enem…
- Patch 1.0.1 - 2 April 2026
Hey everyone, thanks to everyone that sent bug reports and balancing stuff that irked them.Fixes:Fixed allied HQ unit spawn triggered a transform sfxFixed achievement localisation not displaying correctlyFix ally airfield cutscene imageBalance changes:Mission Z3 Theta Retreat, updated balance: lowered objective requirements, and made enemy spawn a bit more balanced when more units start to spawnLowered enemy whale (artillery) damage by 10%Sensor tower vision range increased by 40%
- A Byte War is OUT now! - 30 March 2026
Game released!Hey everyone, A Byte War is now OUT on Steam.Huge thanks to everyone who played the demo, reported bugs, and helped shape the game!Give it a byte and I'll be here to fix anything that breaks!
- Release Date Announcement & Final Demo Update - 9 March 2026
Hey everyone, the officially official release date is:30th of March, 2026The game is currently in the testing period, I've played every mission dozens of times so I hope the playthrough will be smooth for you guys.However, I have no doubts that there will be bugs, and that you'll find creative ways to break my creation :)Post-release planAfter the release, since it's not such a simple game, I'll be on the lookout for any bug reports.I’ll fix reported bugs as quickly as I can, but please be patient. There’s just one of me, and I only have a limited amount of time to work on the game per day.Besides that, I have a few content updates planned, and work on them will start after I'm sure the base game is stable.Now that this is out of the way let's get on to the latest demo update!ChangelogMission changes:Mission sector G2 Dominate: Removed the ability for the player to attack the special en…
- Official Gameplay Trailer for A Byte War is here! - 23 January 2026
The official gameplay trailer has just landed!Let me know what you think :)P.S. There will be more news in the coming weeks!-Marko
- Demo update & Steam Next Fest - 3 September 2025
Changelog Free playadded a UI with generation optionsthese are: seed, map size, biome, decoration amount, clearings amount & sizethere's also a "???" option for a completely random choicebiomes & map sizes are limited in the demo Cutscenescutscenes have been completely redesignedthey can now be triggered on any completed mission if you'd like to see them again, they are now placed as buttons in the mission select screen next to arrows leading to new missionseach cutscene has been shortened and represented visually ImprovementsAdded a small visual panel that's shown when a mission you've selected is completedAdded wave arrows to missions so you can visually see where the waves will come fromAdded timeout to dialoguesAdded a lot of small SFXs throughout the gameimproved performance of influence overlap detection FixesFixed transition effect not covering UIFixed that the list of available…
- Another demo update! - 9 June 2025
Another demo updateHey everyone! This demo update has no new features this time, the focus was mainly on bugfixes, improvements and the balance. I know the missions weren't really forgiving so far!ChangesRedesignsHarvester building is redesigned, set area & auto harvest controls are removed. Auto harvesting is now the default state. Each successive harvester will now cost one more resource block. New directions added: east, west, northBalance ⚖️ Rebalanced Mission Z8 Raids for all difficulties: easy, normal, hard & supremeRebalanced Mission D3 Salvage for all difficulties: easy, normal, hard & supremeRebalanced Mission D2 Final line for all difficulties: easy, normal, hard & supremeMission D2 dominate objective lowered from 65% to 62%Enemy HQ health is now the same as your HQ healthBlock launcher extended vision by 1Healing over your own influence is 50% strongerDamaging over enemy infl…
- Demo & development update - 29 May 2025
Hello everyone! It's been almost 2 months since the last update and I think it's time to update the demo and give out some info in regards to the development of the full game. Demo update What's this demo all about? QoL, polish, sound effects and localisation! Let me list a few of the main changes here, and you'll find the whole changelog at the end of this post: Added a tactical pause, with spacebar you'll now be able to pause the game at any time to reposition and think about your next moves Lots of tiny and bigger bug fixes, some that impact the demo & unit behaviour SFX!!! I cannot stress this enough, the game was "silent", but now a whole bunch of SFX have been made and added for most of the game parts visible in the demo Continuing my efforts to support more languages, the demo will now be available in Chinese Simplified & Traditional. I'm not sure what languages will be in the fu…
- Demo updated! - 4 April 2025
Hello everyone! New demo update is live! What's new New features - Bot fabricator keybinding, you can now keybind any fabricator when hovering over it and pressing a number on the keyboard. Pressing the same number afterwards will let you set the unit target for the fabricator. This is also explained in more detail in the how to play info screen. - New Mission D2 Final Line added to the demo (after the salvage mining bases mission) Improvements - Added a tooltip to all spawn controls that show the resource cost per unit - Added a tip in the tutorial explaining what to do if the HQ unit gets stuck - Added a tip in the missions after the tutorial explaining the new keybinding feature - Improved overall performance of the game by switching to il2cpp for builds - Improved defensive tower targeting (they'll target closest units now) Fixes - Fixed possibility of double clicking on start missi…
- New demo version! - 27 February 2025
Hello everyone! I'm excited to give you a new update to the demo with new content! New mission It's called "Salvage mining bases" and branches out from the tutorial if you took the different choice. Since this is a demo, the choice won't affect what missions you get to play so you can enjoy them all :) Improvements & fixes Here's a list of changes brought to you with this update: New campaign mission "Salvage mining bases" Added a resource cap, the cap will be able to be increased with a building In tutorial, if your HQ building is destroyed you will now lose Improved enemy targeting, now they'll start shooting from the closest position instead of going all around the building Fixed pixel perfect camera - changed the way pixel perfect camera works so there shouldn't be anymore issues Fixed shortcuts still worked in the bug reporting form Fixed Rare bug where you were able to build a blo…
- A Byte War Demo Release - 18 January 2025
A Byte War Demo First, I'd like to thank everyone that participated in the playtest! And thank everyone for the feedback and bug reports! Now for the big news: A Byte War Demo is released! This is the first version of the demo, the only difference from the playtest is that most of the bugs discovered were fixed. If you come across a bug while playing you can always use the in-game form to directly send the report to me, or if you can contact me directly as it will be easier to figure out the bug that way. Localization I'll start adding other languages now that the text inside is stable. If you'd like to help out with localization, the best way is to join our Discord and contact me there! What's next? My first priority will be to gather feedback and remove any game-breaking or annoying bugs that are found. After that I'll be focusing on two main things: more missions in the demo and a be…
- Playtest available - 6 January 2025
Playtest I'm glad to announce that the playtest for A Byte War will be available for a whole week! If you have any feedback or you see a bug, you can always report it to me. There's even an in-game form for that specific reason. I'll compile all the feedback and bug reports and start preparing for a demo release that will hopefully follow soon after! Thanks for all the support so far!
- Dev Diary #04 - Polish - 15 September 2024
Hello everyone! As before, I'll cover the work done last week, and my future plans for this week. I was travelling this last week so I'm a bit late in posting this. However, you know what they say: better late than never! So let's get to it! UI polish The UI this week just got some finishing touches. Confirmation popups for quitting or exiting to prevent accidental clicks that would effectively end your game. And the main menu screen was redesigned a bit with new buttons and placements for discord & wishlist. You can see this below! I've also added a warning indicator when allied structures are under attack. That's right, there are now allied structures on missions as well! Gun & vfx I've also changed the gun behavior so the turret now rotates 360 degrees to face the enemy and fires a projectile. The projectile also got some love and was updated with vfx. You can see the end result belo…
- Dev Diary #03 - UI & Content - 4 September 2024
Hello everyone! As before, I'll cover the work done until now, and my future plans. So let's get to it! UI So what was still missing? Information screens, dialogue UI and some minor fixes. The how to play and other information screens that will help any player when he's stuck. It's also a way to provide quick information about the patterns & buildings you can build currently. As you progress through the missions, the story and characters will appear. Here's a preview of that: There were also some fixes for the UI all over the place, but those are not worth mentioning. Content I've finalized all the content that will be in the playtest. There will be two missions, one of which is a tutorial, just to give everyone a look at how this plays. I'll just say each mission is unique, so I look forward to hearing some feedback. I won't spoil the missions, so I'll end this section here :) Playtest…
- Dev Diary #02 - Localization & VFX - 27 August 2024
Hello everyone! As before, I'll cover some of the more focused work and what's coming next! So let's get to it! Localization It took a while to get the localization system up and running, but now that it's integrated there's only, only, everything to translate to various languages. Here's a small preview of the language change in action. Of course since there are no translations yet, this is just an example of how it's supposed to work. Units & VFX Now, let's talk a bit about units. For now, I'll reveal just one unit, the basic one you'll be able to build. That's this little guy. He might not seem like much, and he isn't since it's just a basic unit. Unit behavior right now is actually very simple: they'll first prioritize your orders, which will mostly just be movement commands, and then their own programming, which is to attack anything hostile on sight. Besides that, they also fire l…