- Native Populations - 30 August 2026
Let's have a peek at how native populations work: Natives and Citizens Antimatter takes place after centuries of human expansion. Faster-than-light travel depended on antimatter, but its supply abruptly stopped, causing a crisis. Humanity became scattered across the galaxy, and many colonies remained isolated for centuries. Some societies survived, some declined, and others developed in their own direction. The player will encounter what remains of them through ruins and native populations. Natives Natives are populations living outside the spacefaring organizations. They can have their own culture, technology (until early spacefaring), economy and political loyalties, but they do not expand to other planets. A native society is not necessarily primitive, but they are unable to compete directly with the spacefaring organizations. In the current Prologue, most of humanity is considered n…
- How to Join the Next Playtest ? - 5 August 2026
PLAYTEST #7Since last year, Antimatter has gone through six public playtesting sessions labelled as “demos.” They often lasted for a weekend and were intended to collect bug reports and feedback.While they provided invaluable feedback, they were too accessible to players expecting a complete game, despite the in-game warnings and forms.Using the tools provided by Steam, it is now possible to offer a more robust playtesting solution while keeping it free and open to anyone willing to participate.What is a playtest ?A playtest is a temporary testing session conducted on an unfinished version of the game (alpha).Its purpose is to identify bugs, gather feedback, and test features with a wide variety of players. You should expect technical issues, incomplete content, poor balancing, and other rough edges.A playtest is not a demo and is not intended to represent the quality or content of the…
- Roadmap to Demo 7 - 8 July 2026
Demo 6 just ended today, as I decided to extend it by a few days due to some patches. This was another productive round. Much feedback was given on Discord, and some on the Steam forum as well. Demo 7, yet another play-test, will be released within the next 3 months. Along with the usual improvements and bugfixes, this new update will focus on specific aspects of the game. Some of you noticed how chunky version 6 was, and this trend will continue, or even accelerate, as work can now focus on the "superficial" aspects, in engineering terms, or in other words: gameplay, content, and the UI (the only things players care about). A Preview of Colonies Outposts are now almost feature complete and relatively stable. Therefore, colonies are next. This will expand the possibilities of development, introduce more of the political system, natives, and population dynamics. Expanded Planet Features…
- Crew Recruitment, Fixed Buildings & Hotfixes (B0028) - 6 July 2026
Fixed: Crash caused by module status overlay The game could crash/hang if the previously owned spaceship having module overlay was destroyed, also made the overlay more reliable. Overhauled crew transfer UI & profound changes to the mechanics Multiple features, fixes and UI/QOL improvments added to improve the experience around crew recruitment and transfer. Fixed: Most buildings could not be built Many buildings could not be built due to a default construction labor cost modifier set to 0. A cost modifier set to 0 now automatically defaults to 1.0f Misc... Various minor bugfixes and tweaks.
- Trade hotfix (B0027) - 5 July 2026
Fixed: 'Transfer' was the only possible action in space station inventory All spaceships and space stations were considered 'owned' by the player, preventing buying/selling.
- Public Play-test #6 for the Week-end ! - 4 July 2026
Hello everyone, Demo 6 is now made available for the course of the weekend. This is, as ever, an alpha. --- An alpha version means that features remain incomplete, content may still be lacking, and the game may contain bugs, including game-breaking ones. Please do not download and play it if you expect a complete and seamless version. Also, the save/load system is disabled. --- Much has changed since Demo 5. It would be near impossible to provide an exhaustive account of every addition, tweak, and fix, so only some changes will be highlighted here. The rest may be discovered directly by testing the demo ! The Fulfilled Roadmap The roadmap for Demo 6 has been successfully completed. Here are some highlights: Policies Policies have been mechanically overhauled, though content is still wanting and will be gradually added and balanced. The UI has also been improved. Politics The dynamics an…
- Demo 5 Debriefing & Roadmap to Demo 6 - 27 April 2026
Debriefing for Demo 5 Demo 5 ends is 2 hours. Thank you all for the feedback and bug reports collected on Discord and Steam; my plate is full now. As I said in the video last week, this is the last alpha version primarily focused on the engine. As a result, future updates will improve at a visibly faster pace for you, as a player. Indeed, the past six years of development have been focused on all the inner machinery that allows the universe, spaceships, industries, projectiles, AIs, and everything else to be simulated, interconnected in a single world at high time resolution, and this foundational part held up well. From an engineering point of view, all the bugs reported were relatively superficial. Roadmap for Demo 6 The next version, Demo 6, will focus on fixing the gameplay bugs, content and balance problems, while consolidating the existing features and the UI. Some features will r…
- Demo 5 Released! - 25 April 2026
A new alpha version of Antimatter is now available. This demo will be accessible for the next 48 hours. This version includes many changes and covers all items on the roadmap, except for the specimen feature. Additional content (much more) has also been added beyond what was originally planned. Download the demo now and give it a try!
- Terraforming, Planet Simulation & Ore Scarcity - 15 February 2026
This is the first devlog for the Demo 5 Roadmap with the work done this week on terraformation, planet simulation and ore extraction and generation. Check Demo 5 roadmap here: https://store.steampowered.com/news/app/1343010/view/529870881777779845?l=french
- Roadmap to Demo V - 9 February 2026
Demo 4 ends now, time for the Demo 5 roadmap. Many of you have generously invested time in improving the game through bug reports and feedback on Discord and Steam, thanks a lot! Stability & Bug Extermination Demo V4 significantly shook the simulation, but the next round (Demo 5) will introduce fewer bold changes to the core systems, allowing things to settle for a while, at least until the next bugpocalypse ☢️ Colonization and AI (Outposts) Colonization decisions and AI missions for outposts. Improved outpost build order logic. Smoother outpost creation flow for the player, with a tutorial covering outpost creation and management. Note: Outposts in Antimatter are proto-colonies. They host industrial facilities and a population considered as employees. These employees require wages but satisfy their needs independently. All industries in an outpost are owned by the founding organisation…
- B0024 - Multiple fixes - 8 February 2026
Minor update. Added: Shortcut 'Home' key to lock on the currently player-controlled spacecraft/party. Tweaked: Intro message correction and additional info. Fixed: AI Strike missions failing, with extreme slow-down as a symptom. Fixed: Sensor tracking vs spaceship sometimes failing. Fixed: Broken "visitable location" tracker for the expedition party, also causing massive lag and partially broken AI during ground expeditions. Fixed: Notification banner no longer blocks mouse interaction. Fixed: Manual mining operation was displaying the wrong mined output. Fixed: Colony UI was broken (tab not working). Fixed: Incomplete display of speed modifier for ground expeditions. Fixed: Global planet survey (performed planet with non-loaded surface) was reset to 0% once the surface was loaded. Fixed: Global planet radiation was reset to 0% once the surface was loaded, removing all existing radiatio…
- B0023 - Equipment Dock and Colony Hotfix - 7 February 2026
Minor update. Fixed: no equipment dock The universe lacked any equipment dock, required to change spacecraft modules, due to a bug introduced during the module overhaul. New ship module: Ship Equipment. Stations/colonies with both Shipyard and Ship Equipment modules now allow ship modification for docked ships. The Trade Station station class now has a default Ship Equipment module. The Ship Equipment module is now added to the build order of colonies with more than 1000 inhabitants." Fixed: civilized worlds were mostly covered in ruins A bug in wilderness removal and build-order simulation was creating excessive ruins. This also broke build orders and starting colony generation, as ruins filled all available land.\nAs a result, colonies became very poor sources and destinations for trade.
- Demo 4 is Live - 6 February 2026
This update took slightly longer than initially planned, but more work was done too. Demo 4 is as usual, an alpha test round to hunt bugs and test new features. It will be available for the duration of the week-end. Revised starting options Starting... Spacecraft + the possibility to toggle as private property / allocated asset Wingmen (fleet) Cash (or debt) Influence in the organization Rank in the organization Allocated points are now computed differently and condition the possibility to get Steam achievements (although there are no achievements yet!) Revised ship modules + designer + new modules (Modules are weapons, cargo storage, thrusters, etc...) Characteristics are bound by modifiers rather than manual raw values. Variants for all sizes are generated as well. Every single module in the game has been balanced and granted new rules and characteristics. Added multiple modules and r…
- Tutorial: Missile Defense - 25 January 2026
The next demo will soon be announced. Until then, here a new tutorial in addition to the 2 existing ones. I will publish more tutorial this year. This tutorial will teach you the basics of missile defense in space combat, using countermeasures, point defense system and brain. https://youtu.be/NcpNxpdPPmk
- Demo III ends - Roadmap to Demo IV - 29 November 2025
This cycle has ended. Thank you to all the testers who reported bugs and shared suggestions to help improve the game. The next version will be released within two months. Here is a roadmap of the new features planned for Demo IV. New Starting Options In the next version, you will be able to customise your start: choose your starting spaceship and its loadout, set your initial funds (or debt), define your influence and rank within your organisation, and force up to four captains to volunteer with your shenanigans. Work in Progress New Scenario The current, very basic scenario will be replaced by a larger and more dynamic playground that showcases more of what Antimatter is meant to be: a 4X. As usual, additional tutorial missions will be added, and the existing ones will be polished to help you discover the game’s mechanics. A conceptual sketch of the next scenario. Hyperdrive If you hav…
- Update B0021 - 26 November 2025
The crew interface wasn't particularly good to say the least. So much that it was reported as being bugged while it functioned as intended, which isn't a great sign. I have redesigned this UI and added many functionalities. There is also a new tutorial mission teaching the basics of crew. B0021 Changelog Minor update, revision of crew UI and mechanics, some fixes. - Fixed/Code Quality: Fixed sim failure (system control) causing massive slow-down (written exception spam) --- Organization control fading is now pointer-agnostic - Crew Revision (Mechanics & UI) Overhauled crew UI with many new features and QoLs and redesigns. Fixed: issue where populated crew members on spacecrafts were assigned as 'passenger' instead of their respective role as bridge officer Tweaked: Colonies now also count as valid recruitment centers, they offer a fraction of the civilized population as candidates - Twe…
- Update B0020 - 23 November 2025
Minor update (B0020): Fixes some very annoying bugs. - Fixed: Ships under command no longer perform automatic financial balancing with parent bank account --- Also Fixed issue where parent account for private property was the organization instead of the personal account - Fixed (Major): Implemented a global audio culling system (also affects GFX in some manners) inefficient audio culling caused a major issue where the game could, under some conditions, considerably slow down after some time, due to an written exception spam caused by overflowing virtual audio voices cap.
- Update B0019 - 22 November 2025
PS: Huge thanks to the testers! Build 0019 Minor update, tweaks and fixes. - Fixed: the mission (Initiation) Food delivery was not working Mission PoV was not set to "spaceship" causing "CargoHold" trigger to check upon character's inventory. - Tweaked (UI): tooltips with keybindings for timescale buttons - Tweaked (scenario): added 2 new cargo ship types for sale and for allocation - Tweak (UI): Ship's tooltip now shows private property info - Fixed (UI): Quick search menu has more complete and robust sorting system - Tweaked (UI): Added a button to the Universal Search menu located on the HUD - Fixed: 'dock-at' / 'travel to' etc. functions not showing up when the target is already the primary selection - Fixed: Camera control with keyboard was time scale dependant - Also more robust camera keybindings - Tweaked: Inventory no longer shows items with tiny stock (
- Demo III - Testing Is Now Open ! - 21 November 2025
If your life hasn't yet been sucked dry by the recent release of EUV, it is time for a new testing round with Antimatter. DEMO III will be available for a week, until the 28th of November, included. Read about the devlog here. I maintain the quick-iteration approach, getting the game beaten and tortured in all possible manners has tremendously benefited my productivity in making the game better. Slowly, but surely. It has, and will, disappoint many with its raw state. Many will bounce and never look back, but I needed the feedback, and a good game is not created out of orchestrated hype and marketing, so let's carry on. Demo III addresses many bugs and unlocks many of the latent features and expands them, while trimming the fat where it is necessary. Enjoy (or don't) the new version. I read all feedback with great attention, but please keep emotions in the locker ;) Be advised this is a…
- Demo III coming soon ! - 16 November 2025
Demo III will be released in a few days, on the 21st of November. Here are some highlights: The Dynamic Economy With extensive work done on the production and trade simulation, the economy now feels much more alive, with trade ships, miners, and bustling factories. The War Machine A fully self-sufficient supply chain for spacecraft production has been successfully tested over multiple years of in-game simulation. For Charts Lovers Charts have been greatly improved, along with detailed accounting across all organizations. Outposts & Space Stations Outposts and productive space stations have been revised with new features and major UI improvements. Production Methods Production lines can now use multiple recipes to choose from, ranging from primitive methods to advanced ones requiring complex supply chains. Landing on Planets The landing UI has been redesigned, alongside new and refined f…