- Quick Fix for Data Clear Option - 23 August 2026
Quick update today to fix an issue with clearing data through the settings menu. It was possible to clear your data mid-game which would still functionally work but could result in the current game not saving to the appropriate profile slot and other strange behavior on exit. It's now been fixed to disable the game clear during active gameplay, and only available when using the clear function from the main menu path.
- Galactic Overthrow 1.2 - 17 August 2026
Galactic Overthrow has now been updated to version 1.2. This update includes a few bug fixes and optimizations to the simulation, as well as laying the ground work for some future updates (more on that coming soon).New FactionA new 10th faction has been added to the game, so hop in and check it out. I wanted to get the roster filled out to the full 10 planned since the initial release, but needed some significant changes to the systems in the game to be able to support some of the things I wanted to do with new factions going forward. This update has made some of those options possible, so I've added a faction that utilizes some of those changes.Changes to SystemsThere should be no visible gameplay changes to anyone who's been playing already, and your save files should be able to seamlessly support these changes (and the additional faction unlock) with no issues.The main intent of thes…
- Quick Fixes After Seasonal Sale - 10 July 2026
Lots of new players checked out the game over the Steam Summer Sale (thanks everyone for the support!). This is a quick update to address some of the small bugs found, and some other QoL improvements: - Fixed bug related to clearing building slots on a full board - Fixed visual inconsistency when rapidly pausing and unpausing game on a large board - Added confirmation dialog to Scorched Planet effect - Fixed potential issue with profile clear button not clearing profile data completely
- Galactic Overthrow 1.1.4 - 26 June 2026
Hey everyone, Galactic Overthrow 1.1.4 is out now for the Steam Summer Sale. This patch includes a bunch of small fixes from user reports, better save file optimization and corruption prevention, better handling of simulation race conditions and...Pirate SwarmsPirates can now spawn in asteroid fields. The behavior for pirates changes based on the difficulty you select, though in general they behave like hostile planets taking over your friendly planets on a timer and spreading their influence throughout your current galaxy.In Passive Mode, pirates won't spawn at all. You can still enjoy the same more laid-back or casual experience of passive mode without too much of a change. There are some features coming soon that will add some more interaction to Passive Mode, but for now this is unchanged.In Active Mode, pirates will have a chance to spawn in explored asteroid fields, but will only…
- New Bug Fixes - 23 June 2026
Quick patch to address some low-frequency bugs that may affect gameplay. - Fixed: Unstable warhead can cause game board to be unresponsive if utilized in a fully conquered galaxy - Fixed: Choosing a game mode could potentially result in an undefined state, causing the game to run at a difficulty and game speed that's not expected - Fixed: UI issue with windows sometimes not hiding correctly (very rare). Thanks everyone for playing and your bug reports. Hopefully some more news soon on some upcoming changes.
- Small Potential Inconsistency in HUD - 4 June 2026
There's a bug (possibly engine bug) that's causing a game UI / HUD issue for large map loads that might be taking longer on slower machines. I'm putting in a fix to try to work around what I'm seeing might be potentially an engine issue, but still doing some more debugging on it. If you end up seeing anything while you're playing where the game stops updating resource counters or game objectives, let me know, you might be one of the rare few in this situation that could help debug further.
- More Debugging Updates - 3 June 2026
I've added some anonymous crash reporting and handling to help find some of the more obscure issues players have run into (it already caught one!). Bug Fixes: - Fixed issue with settings menu calling old unity systems that are no longer enabled
- Fixing A Few Crash Bugs - 2 June 2026
Apologies for the rapid updates today, trying to nail down a couple pesky crash bugs that are affecting a number of recent players. Updates today: - Fix issue with unknown or modified locales not loading correctly (thanks Unity) - Fix issue with steam overlay that game up from the updated news feed widget - Add more options to news feed data to help with scheduling sales and other event notifications - Testing out some systems ideas to potentially add some features using steam inventory service (no MTX or anything, just trying to get ready for potential access to trading cards in the future) - Fix issue with opening and closing the game very quickly / alt+f4 while loading, etc
- Quick Performance Update - 1 June 2026
Quick patch today to fix some issues with game performance, and UI inconsistencies: - Fix mouse cursor delays / hitches, should be smoother now, but let me know if it gets worse - Updated some window ordering issues in the UI that could cause windows to have a fade layer above them instead of below - Removed some validation checks from game simulation to speed up performance on some lower power machines
- Galactic Overthrow 1.1 - 26 May 2026
Welcome back, it's Galactic Overthrow patch day! Along with that, a version bump to 1.1.There have been a lot of changes over the last few weeks while reacting to launch issues and feedback (thanks again for all of the reports!), and I'm bringing in a few new features and updates today. Because of this there's also been a version change to save files, prompting an update in version.A note on the save files: When you launch the game your previous save will have a warning telling you that the game is saved on an old version and may be unstable. You can still play and there should be no crashes, but some of the advanced techs changed position and so there might be some weirdness with techs in that section. After a successful galaxy jump your save will be back to normal, or you can start over and get a few more of the new changes that have been added. Either way, I don't expect it to break…
- Post Launch 1.0.6 Update - 14 May 2026
Welcome back!I've got a brand new update for week 2 of Galactic Overthrow's launch. Of course, also a huge thanks again to everyone with their feedback and reviews. It's been great reading through everything players have said so far, collecting all the feedback, working through the negatives to help provide a better game for everyone, and much more. There have been a bunch of bug fixes and additional updates since the last announcement, so jump in again and check out all the new stuff. Some will remain a surprise if you haven't played since launch.Population UpdateThe game now supports much larger empire population numbers. Initially when the game launched I wasn't sure how the majority of players were going to play. Were they going to maximize expansion in one galaxy, only jumping when complete. Or were they going to power through the objectives and speed run the main content jump chai…
- New Experimental Changes to Game Modes - 9 May 2026
Hey everyone, I'm currently testing out a change to how game modes work in the game. The "passive mode" setting is still going to be the default for new players, so there shouldn't be a change for anyone onboarding in the game. But if you've played already and are looking for a little more challenge or changes to how the game works, read on!Game ModesIn the game settings ('game settings' button on faction select for a new game), I've changed the 'Passive Mode: On/Off" button to be a game mode button with three options now.Passive:- This is still the default, hostile planets don't attack you, plays more like an idle game. You can walk away any time without pausing and there's no risk to your progressActive:- Hostile planets have their original attack timers that slowly tick up, and will attack an adjacent (non-home) planet and flip it to hostile. This works the same as before but the str…
- Release Day QoL Updates - 5 May 2026
It's been a great release so far, tons of players jumping in, conquering galaxies and checking off achievements. Thanks to everyone who's grabbed the game so far, it's been a fun 24h. As always, thanks as well for your reviews and feedback. I read it all, and try to find the best ways I can to incorporate as much of the feedback as possible.This update, as well as a few of the hotfixes yesterday, includes addressing a bunch of feedback received so far.New Camera ControlsCamera controls have been updated with a few new features. I've made significant changes to how the camera was handled internally, which opens the door for a lot of additional improvements. One of which is multiple zoom levels. You can still zoom in and out with the mouse wheel, and the game will seamlessly blend between a few presets (I believe 5 in total). Because of the changes, I can now add more of these if needed t…
- Galactic Overthrow is Out Now! - 4 May 2026
I want to extend a huge thanks to everyone for their feedback and support through all of the playtesting phases. I'm so I'm excited for the release of Galactic Overthrow to finally be here and to share it with you. What started as a rough idea for a simplified 4x-lite, to evolving into what plays a bit like a real-time board game, I love where this game has ended up.The 1.0 release represents the conclusion of the original scoped game and design, a 4x like experience that delivers the feel of grand strategy games but tailored to a shorter and 'lower stakes' campaign and setting. This however does not mean it's the end of development on the game, but a little more on that later.I'm looking forward to getting this game in the hands of more players, hearing all about your experiences along with your thoughts and feedback. So as always with all my games, reach out on any of the socials or f…
- Demo Update and Release Date - 16 April 2026
Hey everyone, another demo update today. Many of the changes should be fairly minimal but there are a few that will affect gameplay. Additionally there's now a release date for the game. Tentatively this is May 4th, 2026. I'm working on fixing up a bunch of content in the full game, including the prestige / galactic jump system, and the advanced tech tree. This current update is a good one to recommend to anyone you know who might like the game, it's more polished than the original versions and a bit more representative of the final game (especially if you know some content creators that would love it :D).Thanks again to everyone who's played so far, and all your feedback. I'm excited for the road up to release, with a concrete date out there it's now much more real than ever.Prestige in DemoPart of the prestige system is now included in the demo. For those who want to keep playing and…
- Pre-Release Demo Update - 1 April 2026
Hey everyone, I've made a few updates to the demo today ahead of the game's upcoming release on April 30th, 2026 (tell your friends!). Here's a quick outline of what has changed.Game Balance and PaceThe game speed has been decreased by about 10%, this gives you a bit more time to plan in the early game and helps keep the later game timings a bit more under control. The full release has a slower game cycle as the systems and complexity evolve a bit differently than the demo, which serves more as an accelerated overview of gameplay.The 'mining rush' strategy has been bumped down in power level a little bit, to offset it's much higher speed at rushing through the empire levels. The main change here is the effectiveness of mines built on planets early in the game has now been reduced (while all other buildings have been increased). Later in the game many technologies will change this and it…
- Potential Full Release Roadmap - 13 March 2026
Hey Everyone, I wanted to take some time to outline a little of what I'm thinking will be in the final release of the game that isn't currently present in the demo itself (though some of this might make it into the demo in the next week).The question has come up a few times in different areas, and I love seeing the interest in the demo and the future of the game. So I'm going to do my best to summarize the plan here for everyone.Thanks for checking out the demo and for your feedback! The demo and the full game are still likely to continue evolving for a little while longer. So I'm still taking in all the suggestions I can find and trying to prioritize whatever will work with the design, sounds fun, and is of course possible given the time frame :).Broad Feature PlansAdvanced Technologies will be available starting around the mid-game (about the time Flagship construction is underway mos…
- Large Demo Update - 11 March 2026
Hi Everyone, released a large update to the demo today to fix a few issues, try some new things and other surprises. Check it out and let me know what you think, and of course I'd love to hear all your feedback.Feature: Events are now a more meaningful decisionEvents have been changed from singular "accept / decline" option, and replaced with a new system that allows the selection between multiple events for different effects. Right now I'm testing out two, but could change it to three if that would feel better. Two felt like a good balance between increased complexity / strategy and not too overwhelming for the more casual nature of the current design direction.Additionally, the decline options for the faction events felt too punishing in some cases and didn't really feel like a meaningful choice / something to ever take. Players would often just spam the accept button because even tho…
- Early Localization Support / In Demo - 3 March 2026
Hey everyone, thanks for a great Steam Next Fest! Lots of players showed up to check out the game, chat with me and give feedback / suggestions, and even some wishlist growth! I've been wanting to try to solve the localization problem for a while.There are some rough edges, but I'm happy to announce that there is now functionality in my shared game framework to handle localization correctly and I can start to figure out a long term path for this. To test this out, I've included a few of the most requested languages in the localization first pass to see how the game plays and get feedback from native speakers. Please reach out to me if you have any feedback, corrections, suggestions, and questions (email preferred, you can get it from the Ace High Arcade website).What I have currently is a combination of Google Translate + anyone I know that can help give some feedback on some of the ent…
- New Demo Updates - 27 February 2026
As Next Fest is wrapping up, I've made a few more changes to the demo as a result of some more great feedback from players. If you checked out the demo earlier, there's a good chance it's significantly different from what you saw before. Take a look at the changes if you get a chance.Time Limit / Weird VPsThe VP system was a hold over from the time trial mode, initial implementation and it never really fit with the way the game plays out. This has been removed and replaced with a "Planet / Research tracker and goal panel".The game progress is now more directly tied to your progress through the systems of the game, unlocking features as you naturally progress. This also eliminates the goal prompts from before, makes it impossible to soft-lock if you play around the original goals, and makes the gameplay feel like a much more open sandbox (as originally intended).Thanks everyone for the g…