- Close Encounters DLC Announced! - 17 September 2026
Commanders,We're happy to announce Space Imperia 4X: Close Encounters! The launch date will be sometime in Q1 of 2027. Check out the DLC page and wishlist it now!To celebrate the announcement, the base game and the soundtrack will be 20% off through the weekend! Words cannot express how excited I am to be building these modules. I originally started this project because I was never able to get regular games in of more than just the base game. Close Encounters, in my opinion, is core content and makes this beautiful system truly shine.Close Encounters will have everything in the first expansion of the board game, including:Ground Troops & Ground Combat: skip bombarding and just take over the planetTitans: 5 hull size, 2 damage inducing floating orbitalsBoarding Ships: I'll just eliminate your crew, take your ship over, then scrap it to steal your technologyShip Experience: rewards stacki…
- v1.0.1537 Patch Notes - 16 September 2026
Commanders,Sorry for the delay on getting this patch out. I've traveled for work three weeks straight, but finally have some downtime. I'll work towards getting these smaller fixes out in a more iterative fashion.Raider FixesSo, for years, I've played Raiders wrong in board game form (lol). Sometimes I just read a rule wrong, and then I never re-read the rules, and even when I do, I don't catch the rule. Here's what is now working properly:Cloaked Raiders now have the option to avoid combat: they can choose to stay in the hex and not start or participate in combat. There is now a shortcut in the lower left screen to toggle 'always ight' or notTo facilitate the above, the attacking player now chooses which combat to resolve (in the case of multiple combats) as per the board game's rules (there is also an option in settings to auto select the next battle)Mines can never target cloaked Rai…
- v1.0.1520 Patch Notes - 4 September 2026
Commanders,Finally getting this patch out! I had targeted last week, but things got very busy with work and travel. I didn't want to push a bigger patch and then not have the time to monitor for any issues.Carrier ScreeningCarrier screening was incorrectly implemented and this is now correct per the rules: they are inherently screened by friendly fighters; they can themselves screen; if any fighters screen, then the carrier immunity is lost; carriers can only retreat if their fighters haven't fired that round. This means that there is now a SKIP FIRE action so you can fully skip a group's firing (per the rulebook). Planet ArtMike worked on some new planet art that is now in! This is an iterative approach, and there is now:planets per colorplanets grow as the colony growsbombardment leaves damage/scars on the planetplanets destroyed by doomsday machines now have a fun visualOther updates…
- Hotfix v1.0.1466 - 22 August 2026
FIXES mines were carrying hidden tech, blocking them from being combined some large-UI layouts were clipping fighters' shots against doomsday machines were allowed by the UI but rejected by the engine (DMs are immune to fighters) fixed issue with passing in combat
- v1.0.1459 Hotfix - 21 August 2026
FIXES alien scenario player color issue retreated-into black holes were not triggering death rolls (at least in multiplayer) combat HUD regression on large layout fixed ranked timebank starts at 36h not 48h
- Space Imperia Campaign (Season 0) Update Live! - 21 August 2026
Join the DiscordCommanders,I'm happy to announce our first major update: The Space Imperia Campaign (Season 0)! Here are some of the highlights:Solitaire ScenariosThanks for everyone's patience regarding the solitaire scenarios! These proved to be a lot more involved than I originally thought. The Doomsday Machine (small and large) as well as the Alien solitaire scenarios from the base box are now implemented! I've played through them a few times each, but there may still be some bugs, so if you see any, please ping me on the discord and/or submit a bug report in game.For those that haven't played the board game before (or board games): it's common for many games to ship solitaire/single player only modes. These scenarios are just that. The decisions that the DMs or Aliens make are driven by a series of dice rolls, which each scenario has the full explainer from the original box's scena…
- v1.0.1295 Patch Notes - 14 August 2026
Commanders,Hope everyone is having a great week! This is a small set of issues I fixed the last couple days. Also, there were requests for versions, so for the announcements I'll use the patch version as my current internal commit count (which is presently 1295 on main). I'll get that wired up inside the game soon (the actual version # on the bottom).Expect news on the first Campaign by early next week! With the game mostly stable post launch, I've had some more breathing room to get some larger ideas/features ready. I am putting the finishing touches on a big patch which will include:Initial ranked mode/queueCampaigns (aka Season 0): some progression for multiplayer as well as better match result tracking in both single player and multi playerAn improved AI - I spent a lot of time while travelling this weekend testing out some AI changes, and while there's still a few things I need to…
- Hotfix - 12 August 2026
fixed an issue where the AI was passing its entire turn instead of just its screened ships
- Hotfixes - 12 August 2026
fixed issue where minerals/towed things weren't being properly destroyed covered down on a rules gap: civilian ships cannot be left alone at an enemy colony; doing so prompts for 'are you sure' and then will destroy the left behind civilian ships blockaded colonies no longer accept (and then not build) shipyards and/or bases fixed AI seat syncing issue in multiplayer, the reported stalls should be fixed now
- Hotseat Hotfix - 10 August 2026
Fixed issues with hotseat where economy spend/bullion and other display things were carrying over to the new user
- Nebula hotfix - 7 August 2026
Nebulas weren't displaying correctly
- 7 Aug 26 Patch Notes - 7 August 2026
Commanders,Thanks for everyone's continued feedback this week! I'm happy to roll out Hotseat Mode today. As for the other near-term road map items:Solo Scenarios: I've built these but I need to test them a bit. I've got some travel this weekend, so I'll be running through both of the original solo scenarios for accuracy/play.Blood Brothers: This is another one that is also built but needs testing - Blood Brothers changes a lot of the core turn interactions (act at the same time, see all your teammate's stuff, stack together, have combat together) that needs some thorough testing before rolling out.Improved AI: I've been running experiments since launch and I've got a release candidate ready for testing - also an 'on the plane/while travelling' objective. Space Imperia Campaign (Season 0): Thanks so far for everyone's feedback on the proposed Campaign system! There's been some great idea…
- 4 Aug 26 Patch Notes - 4 August 2026
Commanders,Big patch today! Specifically, an update for the 'large' UI which was objectively overlooked before launch last week.Steam Deckers in particular: the best way to launch Space Imperia is to force Proton (Space Imperia 4X -> Properties -> Compatibility -> Force the use of a specific steam Play compatibility tool -> Select the latest version of Proton). We're unable to set launch OS from Steamworks (as far as we can tell!). Let us know any additional feedback on the layout or anything else in the discord!SI4X DiscordFIXESCombat froze when an AI point defense ship could only legally shoot at fightersAlien targeting bugs should be fixed now - sorry for these, I know it's annoying, I never kill aliens in base game lolThe Doomsday Machine gets both of its attacks in the client's shot count, which was leaving battles on an endless, restarting dice rollA Doomsday Machine or alien that…
- Hotfixes #7 - 2 August 2026
FIXES bombardment now works in Threat 8 clicking off the combat board no longer de-selects your shooters fixed issue regarding aliens in board stacks bases correctly displayed as max 3 in all game modes (original box only had 3 bases) better visuals for retreating pagination within a ship class during combat now works correctly
- Hotfixes++ - 1 August 2026
FIXES MS Pipeline regression - pipelines now work correctly disallow non-identical ship types from combining less time before AI fires first shot fleet size bonus now properly calculates at the beginning of each combat round (including rounds where both sides have identical quantities of ships) mines no longer count for fleet size bonus in first round of combat fixed threat pop up FEATURES Combat firing now has its own keybind and defaults to F MS Pipelines display an X and disable if they've been used for pipeline movement bonus (and thus cannot move this round) I'm still iterating on an updated, better functioning AI. More to follow - enjoy the weekend! Brett
- Hotfixes - 31 July 2026
FIXES fixed regression where colonies weren't displaying income, and in multiplayer, econ was broadcasting as 0 in econ phase fixed Bleeding Edge achievement - it was accidentally checking for Military Academies (which is not in base game :rip:) (this one is building right now, will be live shortly)
- Patch Notes & Near-term Roadmap - 31 July 2026
Commanders,Thanks so far for an exciting launch week! It's been great seeing others play the game. Thanks for everyone's feedback on discord, BGG forums, and the Steam discussions. These feedback points are immensely helpful - there are just some areas that I don't know what the best answer is, and being able to discuss with other passionate players is really awesome.If you find more bugs, using the in-game reporter is the best way to get us feedback, as it transmits your saved game to the server and I'm able to load it locally for direct testing on the issues encountered. Feel free to also head over to the Steam discussions or, even better, the Discord to talk about the issue!SI4X DiscordThere's quite a few things we have planned. In the short term, here's the list:True Solo ModeThere's been a lot of asks about the true Solo modes with the board game. As someone who doesn't really ever…
- Patch Summaries - 29 July 2026
FIXESCombat no longer locks onto combat groups that are already dead, which was freezing a lot of battlesFixed the infinite loading wheel in raider battles, and stuck saves recover on loadFixed a hang after one combat round with a Doomsday MachineFixed the combat line ordering at Shipyard hexesThe tutorial text box no longer follows you into a real gameMac players can multi-select with CommandA host locked out of their own full lobby can get back inTeam wins count toward Threat progression, and the ladder no longer dead-ends after the first unlockShip consoles show the weapon class letter instead of hull size, and Fighters read correctlyFighter-only selections can't plot illegal moves anymoreBombardment stops at the killing hitEliminating a player destroys their stripped colonies' deposits and any cargo in towScuttle, split and concede confirmations wear the new menu chromeFEATURESBlack…
- Hotfixes #3 - 29 July 2026
Fixes fixed combat soft locks in Alien battles
- Hotfixes #3 - 28 July 2026
Fixes fixed tutorial soft locking and tutorial buttons not allowing input (I always tested by using the keyboard shortcuts :rip:)