- Regular Update (experimental) - 13 October 2026
Experimental 1.0.18352AdditionsA new campaign with 3 large missions when playing as human with the end-game feature "Allow Race Selection" (needs a new game to get started)Show a popup similar to the research one when a single piece of technology gets unlocked via something other than tech research (i.e. when first picking a Robotics Datacube)Add more custom icons for integrated component distinct from socketed componentsChangesWhen copying one or more building(s) by pressing C, automatically start a construction cursor with itWhen clicking on a building with a construction cursor, offer to either configure an upgrade or to just apply the copied settingsHave more helpful confirmation message when trying to paste the settings of a unit onto a building or vice versaIn the construction site interface, don't list items unrelated to the ingredients under "Requirements", instead, if there are…
- Regular Update (experimental) - 11 September 2026
Experimental 1.0.18210AdditionsAdd the technology category as a subtitle to the tooltip of a research technologyChangesRecipe change, Small Satellites now require Ceramic Tiles instead of Low-Density FramesAdditionally list integrated components that don't have any specific stats of a unit/building in the System Index (i.e. Catchment and Connection of the Human AI Explorer)FixesFix the production selection window being unable to get applied when it was opened while "Last Copied" was selectedFix water not being rendered at lower graphics quality levels when the camera is zoomed out farDon't show 'Right-Click to move camera to result' for units not on the map (i.e. Mothership) or for things not visible to the player factionFix behavior instruction 'Loop Equipped Components' to not include certain built-in components like the Blight Charger on the AI Explorer unitFix wrong technology categ…
- Regular Update (experimental) - 8 September 2026
Experimental 1.0.18194ChangesShow integrated production components as producers on tooltips if revealed in the tech tree but not yet researched (same already happens for regular components)Show "Research Required" on the tooltip of integrated components for which the unit/building has yet to be researchedRemove race color backgrounds behind icons of integrated components in the unit interfaceFixesFix a ranged Item Transporter on a building potentially taking an order too early when a moving unit has started to move into the range but has not fully reached the tile yet, thus leading to the order getting aborted after being picked up because the target is actually out of range
- Regular Update (experimental) - 7 September 2026
Experimental 1.0.18186AdditionsAdded "Disable Blight Damage Notification" optionChangesIcon updates for integrated components on human units/buildingsBehavior instructions, deprecate 'Launch' and 'Land' into using 'Activate'FixesFix behavior editor help screen not working (and Lua error getting logged every time opening the behavior editor if it hasn't been opened in an older version) (regression from rev. 18063)Fixed alternate methods which allowed clicking inside the blight before researching Blight StabilityFix for behavior instruction 'Loop Producers' to properly loop all producers including integrated componentsFix Deployer sometimes being able to deploy buildings onto yellow tilesUI fix for equipping a Robot Re-Simulation Component that contains data cubesUI fix, Unify Behavior and Radar Parameters to be smaller on Multiselect and the same as single unit selectionFix "Set Camera H…
- Desynced Development Roadmap & Patch Notes - 28 August 2026
Hello Operators!It’s been a little while since Desynced reached 1.0, but development certainly hasn’t stopped.We’ve been hard at work on fixes, polish, new features, and larger improvements. We’ve already made substantial improvements to the Behavior system, and we plan to keep building on it as we continue improving usability, debugging, and automation.Player feedback also continues to pour in, and we intend to support Desynced for a long time to come. The roadmap highlights some of the biggest areas of feedback we want to address, but it isn’t a strict order or timeline. Work may happen out of order, several areas may progress at the same time, and there are many other smaller improvements and features happening alongside these major points.For players who want to see things earlier, we’ll continue releasing regular updates on the Experimental branch as new features are developed and…
- Regular Update (experimental) - 25 August 2026
Experimental 1.0.18152AdditionsAdd custom icons for the integrated Intel Scanner component on the Human AI Explorer unit, the integrated Power Transmitter component on the Human Power Plant building and the integrated Blight Extractor component on the Blight Complex buildingFixesBehavior instruction 'Distance': Return infinite when measuring distance against something not on the map (i.e. Mothership) instead of logging a Lua errorBring back Metal Bar, Metal Plate and Reinforced Plate to list of productions of Reforming Pool which was mistakenly removed in the last patchBring back unlocking of the Transformer item for alien player factions when a human explorable is unlocked with Crystalized Obsidian which was mistakenly removed in the last patchFix changed integrated components from 1.0.18142 (on Blight Complex and Human AI Explorer) causing components in old saves to get duplicated whe…
- Regular Update (experimental) - 24 August 2026
Experimental 1.0.18142AdditionsShow numbers in the Control Center item detail tab and Progress window milestone tab with a comma thousands separatorFixesFix construction site being placed on top of dropped item failing when the dropped item has been partially picked up (regression of 1.0.18020)Fix new explorables not getting marked as having been visited when scanning them with an Intel Scanner component and aborting the scan
- Regular Update (experimental) - 4 August 2026
Experimental 1.0.18104ChangesRename buildings to match the actual size as it appears at the default rotation (all "Building 2x1" are now "Building 1x2" and "Building 3x2 (2M2S)" is now "Building 2x3 (2M2S)")Undo the change from ver. 1.0.18055 where by default new constructions of non-square buildings start rotated to be wider than tallBehavior instruction 'Get Unit Info': Make querying width/height of a unit/building type return the actual values of the underlying data (instead of having width always return the larger of the two numbers) - this is to make sure the numbers match with what the 'Place Construction' instruction will build with its default rotationAdd 400 recently added and modified strings temporarily localized via machine translationFixesFix logging of a Lua warning when opening the CodexFix logging of a Lua error when double clicking the Program Start node in the behavior…
- Regular Update (experimental) - 29 July 2026
Experimental 1.0.18087ChangesRevert a change of 1.0.18044 to again treat infinity in the GOTO register as 0 (because the radar component returns infinity by default which when linked onto GOTO should still work)Removed the 4 docking garage item slots of the Alien Pincer unitBehaviorsKeep arguments and pins associated on instructions 'Call', 'Load Behavior', 'Place Construction', 'Produce Unit' when modifying a referenced behavior or blueprintFix behavior editor error when deleting a behavior from the library while having it open in windowed modeFix loop behavior instructions possibly causing large stalls if there are many steps to loop but there is not a single instruction in the loop bodyMake behavior editor Memory Viewer window slightly wider so the 10th item of each row doesn't get cut off when there are scrollbarsInstruction 'Get Resource Amount': Moved from category Values to World…
- Regular Update (experimental) - 16 July 2026
Experimental 1.0.18055ChangesBehavior instructions 'Loop Signal', 'Switch', 'Memory Sift': Removed separate button to invert condition and added more modes to cover inversionsBehavior instructions 'Loop Signal', 'Switch', 'Memory Sift': Experimental branch breaking changes: Due to rearranging of the comparison modes, behaviors that used Fully Equal/Data Equal/Destroyed Reference need to be updated \By default start new constructions of non-square buildings rotated to be wider than tall (to match names like 2x1 or 3x2)Behavior instruction 'Get Unit Info': Add options to query width and height of a unit/buildingBehavior instruction 'Get Unit Info': Return an empty value instead of 0 when querying with an invalid inputShow boosted movement speed more exactly in the unit tooltip (rounded to one decimal place)FixesFix multiplayer sync check to not falsely report an error after a unit without…
- Regular Update (experimental) - 14 July 2026
Experimental 1.0.18044ChangesTreat the movement distance number of the GOTO register set to infinity as infinitely large (not 0)Make a drone which has its GOTO register explicitly set to 1 not automatically dock (until now docking was done with both 1 and the default 0)Behavior instruction 'Lock Item Slots': When locking all slots, instead of being limited to storage slots, make it affect slots matching the type of the item being set (i.e. Storage or Gas)Behavior instruction 'Unlock Item Slots': When unlocking all slots, instead of being limited to storage slots, make it affect slots of all types FixesFix visibility and power range visualization circles becoming stuck when switching the selected unit (i.e. by pressing a shortcut group key or back space or shift-clicking a register with a target reference) while hovering a component socket or item slotMake hovering an item slot show an a…
- Regular Update (experimental) - 4 July 2026
Experimental 1.0.18021 HotfixFixesFix internal API change to Tool.NewRegisterObject and register:Init to correctly set a number even if the value was empty, affecting a few instructionsFix behavior instruction 'Bitwise Op' which stopped accepting empty values as its first argumentReminder that Experimental is exactly that, back up your saves!
- Regular Update (experimental) - 3 July 2026
Experimental 1.0.18020ChangesKeep items reserved on the ground when placing a new construction over it (avoids items and components for relocation getting absorbed)Clear the GOTO register after picking up the last of a dropped item (avoid showing 'Destroyed Object')Clear the target register of a weapon component after destroying a target (avoid showing 'Destroyed Object')Clear the mining status register of a mining component after clearing a node (avoid showing 'Destroyed Object')BehaviorsNew instruction 'Loop Coordinate': Loops through coordinates in a range (given minimum and maximum) around a unit or coordinateNew instruction 'Category Switch': Diverts the program depending on the category of the passed valueNew instruction 'Memory Sift': Remove multiple items of a memory array matching a filterInstructions 'Notify' and 'Set Signpost': Add support for custom tags like {My Tag} which…
- Regular Update (experimental) - 30 June 2026
Experimental 1.0.17996AdditionsAdd windowed mode to behavior editor (limited view which still allows map and unit control)Added new guided behavior tutorials (accessible via the behavior help welcome screen)Added faction wide memory as an option for all memory behavior instructions (and also in the Memory Viewer window in the behavior editor)In the Memory Viewer, add deleting of a single array besides just the 'Clear All' buttonAdded game option to disable story related popupsBehaviorsNew instruction 'Check Logistics'Instruction 'Set Logistics': Added option "Connect To Logistics Network"Removed instructions 'Connect', 'Disconnect', 'Enable Transport Route', 'Disable Transport Route': Will automatically get converted to 'Set Logistics'Fix Instruction 'Mine': Avoid it resetting a miner component's progress when setting to a specific resource node target referenceFix instruction 'Mine': D…
- Regular Update (experimental) - 23 June 2026
Experimental 1.0.17971ChangesAllow Assembler to be produced in Human FactoryAllow Metal Bar, Metal Plate and Reinforced Plate to be produced in Reforming PoolAllow Power Petal and Phase Leaf to be produced in PylonChanged recipe of Alien Factory, Hybrid WorkerBehaviorsOverhaul of instruction categories (into "Flow", "Logic", "Loops", "Values", "Units", "Movement", "Inventory", "Logistics", "Components", "Production", "Communication", "World", "Memory")Allow many instructions to operate not only on one's own faction but also units of allied factions, unlocked explorables and dropped items ("Get Space for Item", "Check Space for Item", "Get Health", "Get Shield", "Get Battery", "Check Health", "Check Battery", "Get Unit Info", "Get Unit Power Info", "Count Items", "Have Item", "Can Equip", "Has Like Component")New instruction 'Get Grid Info': Returns power grid information at a locationRe…
- Regular Update (experimental) - 15 June 2026
Experimental 1.0.17933 AdditionsPerformance statistics for behaviors: Adds a new special view in the 'Library' window with statistics for instructions executed per second as well a line of text with stats at the top when editing a behavior main routineAdd view options to behavior editor to control camera zoom/height as well as allow the main editor to be made transparent to show the game view behind itBehavior instruction 'Place Construction': Add support for placing multi blueprintsBehavior instruction 'Place Construction': Add output value 'Target Reference' with a reference to the placed construction site (first if placing a multi blueprint)ChangesRework behavior unlocking: When an unlocked behavior ends and restarts, reset unlock state and wait 1 tickFixesFix Lua errors getting logged when viewing tooltips in the tech tree and unit interface while the unit is getting destroyed or up…
- Regular Update (experimental) - 4 June 2026
Experimental 1.0.17925ChangesMake remaining loop type behavior instructions match others, to clear an output argument if not looping once, otherwise keep the last result ('Loop Units (Range)', 'Loop Research', 'Loop Research Unlocks', 'Loop Research Ingredients', 'Loop Recipe Ingredients', 'Loop Repair Ingredients', 'Loop Signal', 'Loop Nearby Resources')Allow inventory instructions ('Count Slots', 'Loop Inventory Slots', 'Inventory Total') to be used on dropped items and lootable explorablesFixesFix numerical comparison used by behavior instructions 'Switch' and 'Loop Signal' to always treat infinite as a number larger than anything elseFix behavior instruction 'Unequip Component' to not allow unequipping of integrated componentsFix behavior instruction 'Is Equipped' to not log a Lua error when getting passed a wrong value that doesn't specify a component identifierReminder that Experi…
- Regular Update (experimental) - 2 June 2026
Experimental 1.0.17919AdditionsAdd icon to 'Foundation' object type radar filter that is distinct from the foundation unit type iconMake behavior instruction search also match the English names even in other languages as well as make it ignore spaces (so "canequip" will find "Can Equip")Make tooltips close by pressing EscChangesShow "Destroyed Object" instead of nothing on a register or behavior value that contains a target reference that has been destroyedFor a bot that isn't connected or without "Deliver Items" set, require items requested by the player via the unit interface to be delivered by an order carrier in the same network (instead of having the bot go pick it up by itself, even across logistics networks)Clarify register selection category names ('Object Type' became 'Filter Value', 'Value' became 'Label Value')BehaviorsFind certain instructions by a list alternative names (i.…
- Regular Update - 15 May 2026
Hello Operators,1.0.17871 — Now Live on Main BranchAfter a few weeks on the experimental branch, this update is finally making its way to everyone. The biggest chunk of work went into the behavior editor: you can now search argument values, add freestanding comment nodes, copy/paste individual values, and drag arguments straight onto the "Add Parameter" box. We also added and reworked a bunch of behavior instructions to make automation logic nicer to work with overall. On top of that there's a solid performance improvement to proximity component processing, a big pile of bug fixes, and voice acting credits snuck in there too.Huge thanks to everyone who played on the experimental branch and sent feedback. You helped catch a lot of stuff that would have otherwise slipped through, and this update is better for it. Now go enjoy it!Join or DiscordAdditionsSupport copy/paste single argument v…
- Regular Update (experimental) - 11 May 2026
Experimental 1.0.17871Fix issue when copying an item with deleted dependencies (i.e. a blueprint using a deleted behavior) between Library and Favorites leaving the item in an invalid state where copying it a second time would cause an error during the process, which then could cause an import of a folder to miss reassigning some references to behaviors and blueprintsFix blueprint preview potentially showing components not aligned properly since previous experimental patchFix for walls and gates showing with a gray texture in the blueprint previewReminder that Experimental is exactly that, back up your saves!