- Hotfix v0.30.7 - 28 August 2026
This is another small patch with a couple of fixes based on player feedback and bug reports: Fixed a bug which sometimes allowed players to walk straight through solid buildings that they shouldn't have been able to walk through. This mostly affected buildings which could be interacted with from multiple sides, such as certain market stalls. Fixed a few bugs around repeatedly undoing and redoing the painting of monster zones. Fixed a few building and scenery models, to stop flicker and other minor graphical issues. Fixed a possible crash bug in big games with overcrowded regions, if a subscriber was considering traveling to less-crowded region while you were editing that region.Fixed a rare crash which could occur a few minutes to hours after destroying a dungeon.Fixed some 'undo' messaging around dungeon floor painting. As always, huge thanks to everyone who reported issues or has give…
- Hotfix v0.30.4 - 25 August 2026
Hi folks! Today's update is just a small bugfix patch to address a few issues reported over the past week. Notable fixes: Fixed a multi-threading timing bug between texture garbage collection and MMO logo generation. Fixed a potential issue when a player was doing a quest, got distracted by combat, and then tried to return to doing their quest, if that quest had been destroyed while the combat was going on. Fixed pathfinding data for the Volcanic Market Stall model (which was resulting in players sometimes walking straight through the middle of the model) ...and a couple other minor bugfixes! As always, huge thanks go to everyone who submitted bug reports or crash reports! -T
- Hotfix v0.30.3 - 17 August 2026
Hi folks! This is a quick hotfix build with fixes for issues reported from the Volcanic Update two days ago. Changes: Fixed a couple of broken "Volcanic" modular building tiles. Any affected buildings should automatically be fixed when loaded in 0.30.3 or later! Fixed a multithreading bug which could sometimes result in a crash after exiting from the game simulation to the ingame desktop interface. Fixed a multithreading bug which could result in a softlock when the game starts up if you configured the game to run using only a single worker thread; turns out that we need at least two worker threads during startup! (I'll be looking at this more in the future, but for this hotfix I've just changed the options system to not allow the number of worker threads to be configured below 2) Fixed an issue which could result in a crash if you took away a pull attack (for example, by raising its mi…
- The Volcanic Update - 14 August 2026
Hi everyone! After the last few updates which were big tech improvements to game performance and to character behaviours, today we're rolling out our latest content update; a long-requested "Volcanic" art pack!Here's what's new:A full Volcanic theme of functional buildings!A new modular building set!More than a dozen newly place-able scenery objects!A new bridge type!Two new character model presets!Also in this update:Major revisions to the game's tutorial (the text portion of these revisions are only in English, so far; they will reach our other supported languages during the localization pass which will be part of the upcoming Factions update!)Improvements to how buildings are displayed when they have no source of bandwidth....plus a bunch of miscellaneous bug fixes!As always, huge thanks to everyone who has sent feedback or bug reports, especially those related to the character behav…
- Hotfix v0.29.10 - 8 August 2026
Hi folks! I've been down with a nasty stomach bug for the last week, but I'm back now! (Today is my first day back in the office) Bug fixes: Fixed parties getting stuck in a 'Forming up' state when the parties were close to an obstruction or a wall (believed introduced in v0.29.7) Fixed 'taunt' abilities to work as "pulls" even if they're configured to do no damage. Fixed movement logic around extremely long-range 'taunt' abilities on tanks. In a party, anyone in a "healer" role now considers healing their party members during the "everybody rest and heal" period after combat. Fixed dungeon floor painting being clipped to the navmesh, instead of letting you paint the entire visible floor. (this was an old bug that we'd fixed long ago, but regressed and broke again sometime between then and now) Fixed the Daily Finance Window sometimes not redrawing correctly when shifting displayed date…
- Hotfix v029.7 - 29 July 2026
Hi everyone! This is another hotfix build for the "Tactics Update". Here's what's new: - Fixed a crash-to-desktop issue on Windows, which could cause the game to crash without even triggering the game's crash reporting systems. - In the "Debug" tab of the Options window, you can now set the number of worker threads the game should use to process background game tasks. - Fixed a bug with text edit boxes so that double-clicking to the left of the first word in the box now word-selects the first word, as it was intended to. (previously, it just placed the cursor to the left of the first word) Huge, huge thanks to the player who sent me a save demonstrating the crash-to-desktop on Windows bug; having it to test with is what made it possible for me to find and fix the issue! Weirdly, the crash only affected Windows; not any other operating system. And it was crashing deep inside Windows code…
- Hotfix v0.29.4 - 25 July 2026
Hi folks! This is another hotfix patch with bugfixes for the "Tactics Update" from earlier this week. Here's what's new: Parties are now smarter around densely packed enemies. (previously they sometimes got a little single-minded and could wind up doggedly pursuing a single enemy who ended up walking away from them before the combat began, leading the party through a cluster of other enemies who all would aggro onto the party. This shouldn't happen any more!) Subscribers will no longer consider using movement-restricting crowd control abilities to pull enemies. (It's not really a 'pull' if the enemy can't walk toward you after being hit by it!) Fixed some bugs where party aggro could be maintained as subscribers transitioned into or out of a dungeon instance, leading to those subscribers wanting to fight monsters which were on an entirely different map, which caused a bunch of bad behav…
- Hotfix v0.29.1 - 22 July 2026
Hi folks! This is just a quick hotfix addressing a showstopper bug found by a player, where under certain very specific circumstances, a player attacking another player and killing them in a single hit could result in the game locking up and becoming unresponsive. I *believe* this happening was extremely rare, so hopefully not too many people experienced it! But I believe this update fixes the issue. I have a few more less-urgent bugfixes that will be coming in a later hotfix. Thanks so much to everyone who has reported issues and helped test fixes! -T
- Tactics Update - 19 July 2026
Hi folks! This is a stepping-stone build toward our upcoming Factions major update. The big changes here are the new combat logic subscribers are following, making them smarter, faster, and deadlier at wielding their abilities. As a warning, do expect to see your subscribers having substantially more success against your monsters with this update; you'll probably find that you need to beef up your monster designs to compensate for the smarter players! Here's the full list of changes.Major Changes: Subscribers are now much smarter tactically in combat. You may find that you need to toughen up your monster designs to compensate! Parties will now try to pull enemies one at a time, instead of barreling straight into combat. During combat, subscribers now issue emoji "combat shouts", so what they're doing is more visible. (These can be hidden from the View Options menu near the top right of…
- Hotfix v0.28.15 - 12 June 2026
Hi folks! One more little hotfix with fixes for a few remaining edge cases from the Slimline Update earlier this week. Fixes: Fixed a bug in the redo of destroying network cables/fibers. Fixed box-select to be able to select network cables/fibers. Fixed network cables and fibers, and also bridges and walls and a few other elements to not be drawn when we know they're outside the view frustum. This is probably only a tiny performance improvement, but every little bit helps, right? Fixed the new slider widgets to work better in the dungeon paint fill options UI. Fixed a potential crash during game shutdown (post-autosave) if you quit immediately after using a flight point placement tool, or if the most recent tooltip displayed had been showing a flight point model. Fixed a potential crash during game shutdown (post-autosave) if you had changed the filter options on the Subscribers list in…
- Hotfix v0.28.12 - 11 June 2026
Hi everyone! This is a hotfix for a few more issues players have reported in the latest Slimline update, mostly to do with new edge cases around changes to our underlying tech. Changes: Implemented a more reliable way of ensuring that game data doesn't change partway through a save. (Showed up as a "vsPropertyObjectLink::Save linked object wasn't added to context??" error message. This issue was reported about six times in total) Fix for a game simulation teardown crash involving the network layer. (Showed up as a "Told to remove a pipe that isn't in this network manager??" message. This issue was reported about four times) Fixed a crash if the game window gets resized within the first fraction of a second after opening (reported exactly once) Valve has fixed the issues we encountered with Linux Steam Runtime 4 and those fixes are now public, so this build converts our Linux build to ru…
- Hotfix 0.28.9 - 9 June 2026
Hi everybody! This is a small update that's mostly addressing issues people found in the Slimline Update which we released a couple days ago. Most issues were around weird edge cases we had missed while the build was in our public test phase, especially around "double load" situations, where you had entered the game once, then exited to the ingame-desktop interface again, then loaded back in a second time. But in addition to those bugfixes, we've also vastly simplified the process of generating custom logo artwork. They should look identical to before, but now they require far, far less GPU work to generate, so the hope is that they should cause less trouble when running on old GPUs! Huge thanks to everybody who has submitted bug reports, crash reports, or feedback to help us really nail down this update, which definitely came in a little on the 'hot' side! -T
- The Slimline Update - 7 June 2026
Hi everyone!Every once in a while we do a major tech update which doesn't change the game, but changes the game's underlying systems to improve performance. That's what we have today.In this Slimline Update, we have a number of big tech improvements, plus a few bug fixes and quality of life improvements. But first, the most important change to highlight:No Autosave on External 'Quit'If you quit the game by pressing Alt+F4 (Command+Q on Mac) or by clicking on the 'Stop' button in Steam or by killing the game in Task Manager (Activity Monitor on the Mac), or by clicking on the window close box in a Windowed video mode, the game no longer performs an autosave before closing; it now just closes as quickly as possible.This seems to be the way that the vast majority of Steam games work, and so I've changed our behavior to match everybody else. (but I still thought I should highlight it, since…
- Hotfix v0.27.2 - 21 April 2026
Hi folks! This is just a very small hotfix build.This update contains two very small fixes:Overnight we received a crash report from a player whose save failed to load because it contained a broken, non-functional network fiber placement which I had thought couldn't have been saved. This hotfix fixes things so that that the broken fiber placement now gets repaired during the load and the player's save runs successfully again!Fixes the displayed date of the Eldritch Update, which had been showing the 17th instead of the 20th. (The 17th is when the built went up on our public test build)Big thanks to whoever it was who submitted that crash report so I could replicate and then fix the issue!-T
- The Eldritch Update - 20 April 2026
Hi everyone!At the end of last year we ran a poll amongst players in our Discord server to pick a future art theme. The "Eldritch" theme won with a commanding showing, and our artist has been working ever since to interpret it in our art style.This has now arrived in the form of the new Eldritch exotic art pack! This new art pack contains:A new complete set of functional buildings.A new wall style.A new air vehicle (requires also having the Vehicles tech developed).Five new character costume presets.More than a dozen new scenery items.Also in this update:About a dozen more new scenery items, mostly focused on bones and skeletons (these are accessible alongside most of the other bone-themed scenery items, in the "Earthworks" scenery tool)Fixed a bug which caused players to slip off vehicles they were standing on if they sent an IM to a friend while the vehicle was in motion.Fixed a bug w…
- Dev Blog: Factions Progress! - 6 March 2026
Hi everyone!I wanted to take a moment to talk a bit about what's coming in the Factions Update. It's still a little ways off, but hopefully this little taste will give you some insight into what's coming!This update is divided into several different parts. Let's talk about them one by one.Starting points for specific groups or classesTo support different factions, you'll want to be able to set different locations for different factions to spawn; or even different locations for each specific class in each faction! I've been upgrading our starting points to allow that. Here's some work-in-progress on an interface to specify what can spawn at each starting point:In the future, this same interface could allow you to add and remove services from other types of buildings! I expect that in the initial Factions Update it will just be starting points, but I definitely want to enable this sort of…
- Patch v0.26.27 - 6 March 2026
Hi everyone!This is another small update with bugfixes for various issues reported by players:Fixed a bug which could cause a small percentage of potential new subscribers to decide that they couldn't afford to pay your game's purchase price when they actually could.Fixed some misplaced graphics sometimes visible in the grid map view.Fixed the selection highlight remaining on an object after deselection, if you made a particular sequence of UI actions quickly enough.Fixed parties managing to squeeze their way through the walls of dungeon layouts and going for a wander in the negative space elsewhere on the dungeon map.Fixed an issue in map generation which caused New Map seeds to generate differently on Mac builds than on Windows or Linux builds.Fixed a crash which would happen if you deleted a dungeon while your view was inside that dungeon.As noted before, most of my time at the momen…
- Patch v0.26.24 - 10 February 2026
Hi folks!This is just a small patch with a couple very targeted fixes:In the last patch, I accidentally broke our map seeds system, so a seed from an earlier build was now building different maps than it did before; this commit fixes that, and we're back to our traditional map seeds!Also in the last patch, sometimes (although rarely) a map would be generated containing one or more empty spaces (they appeared as large grey areas on the map), and all sorts of bad things would happen if you tried to interact with those empty spaces, sometimes including just moving your cursor over them. We've now fixed that to stop it from happening any more, and for saves which have already been generated containing those empty spaces, we now fill them in with ocean during the load, so those saves should all be good now!There's also a fix for an issue that could happen if a subscriber who isn't in a party…
- Patch v0.26.20 - 6 February 2026
Hi folks, this is just a very small maintenance patch to address a few stability issues we've seen reported over the past week or so.Changes:After continuing to see (admittedly very rare) triangulation failures reported by a few players, we're switching to a new triangulation system which hasn't yet had a single failure reported after a week in our 'test' branch, so.. hopefully this time we've cracked it! (this system is responsible for taking painted shapes and turning them into geometry we can render in the world; monster zones, districts, things like that)Fixed a new crash bug if you tried to paint a dungeon floor without first selecting the color you wanted to paint it (oops! This one snuck in while I was consolidating all of our painting tools to use a single set of logic instead of having big chunks of duplicated code everywhere)Improved the performance of entering/leaving the cha…
- Patch 0.26.15 - 30 January 2026
Hi everyone!Ordinarily I'd put this information down below the changelog, but it's important enough to put it up top; we've had multiple reports from players that Discord's latest overlay seems to be causing severe performance problems for MT2, even when the Discord overlay is disabled for the game. It doesn't appear to be affecting everybody -- we're still trying too figure out the common factors between the people experiencing the problem -- but if you think it's affecting you, a temporary workaround is to turn Discord's overlay feature entirely off. In Discord's settings, in the "Game Overlay" tab down near the bottom of the list, turn off both "Enable Overlay" and "Enable Legacy Overlay". Alternately, I'm told that some players have had success by putting MT2 into either regular "Windowed" or a true "Fullscreen" video mode, in its video options.If this issue has affected you, we'd b…