Desynced
by Stage Games Inc. · 15 Aug, 2023
49 downloads
About the Game
When your ship becomes damaged, you must send drones to the surface of an unknown planet to build the facilities necessary for repairs. Guided by ELAINE, your onboard AI, you will build, automate, survive, and thrive. But is there more to learn from this mysterious world?
Desynced is an automation game without belts. Drones connected to your logistics network will automatically fill orders to move material around your base. Set up mining operations and factories, expand your logistics network to cover more area, manage power generation and storage, and more. When you need a more custom solution, tailor the behavior of your facilities and bots using customizable parameters, or dive into drag-and-drop scripting for maximum control.
⚙️Automate
Intricate Resource Management: Master the art of resource management, production chains, and automation to ensure the survival and prosperity of your base. Every decision counts as you strive to maintain a delicate balance in this hostile world.
🤖 Customize
Fully Customizable Units: Desynced uses drones instead of belts. Equip them with tools fit for their purpose, or program advanced behaviors using a drag and drop editor. Tailor units to your playstyle and adapt to the challenges that await.
🔬 Research
In-Depth Technology Tree: Dive into a deep research system that will expand your technological prowess. Unlock new possibilities, develop advanced units and structures, and gain an edge over your foes as you unravel the secrets of this captivating world.
🌟And More! 🌟
🔧 Make it your own with modding Support and Steam Workshop Integration
👥 Join forces with friends or challenge them in multiplayer
🎮 Be the first to try new content as it rolls out during early access
Screenshots
19 imagesVersion Information
Steam Patch Notes
Official update history
Experimental 1.0.18210
Additions
Add the technology category as a subtitle to the tooltip of a research technology
Changes
Recipe change, Small Satellites now require Ceramic Tiles instead of Low-Density Frames
Additionally 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)
Fixes
Fix the production selection window being unable to get applied when it was opened while "Last Copied" was selected
Fix water not being rendered at lower graphics quality levels when the camera is zoomed out far
Don'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 faction
Fix behavior instruction 'Loop Equipped Components' to not include certain built-in components like the Blight Charger on the AI Explorer unit
Fix wrong technology category titles showing in System Index and in the register value selection user interface when playing as a race other than robots
In research user interface, fix vertical lines remaining on screen when clicking on a queued research item in a different category than the currently opened one
Prevent a unit or building with an Item Transporter to carry out its own STORE orders if 'Connect to Logistics Network' is ON, 'Deliver Items' is OFF and 'Transport Route' is OFF
Fix number on STORE register (which designates minimum transfer amount) to sometimes still deliver even if the target doesn't have enough space when the source has multiple slots containing the same item
Experimental 1.0.18194
Changes
Show 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 researched
Remove race color backgrounds behind icons of integrated components in the unit interface
Fixes
Fix 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
Experimental 1.0.18186
Additions
Added "Disable Blight Damage Notification" option
Changes
Icon updates for integrated components on human units/buildings
Behavior instructions, deprecate 'Launch' and 'Land' into using 'Activate'
Fixes
Fix 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 Stability
Fix for behavior instruction 'Loop Producers' to properly loop all producers including integrated components
Fix Deployer sometimes being able to deploy buildings onto yellow tiles
UI fix for equipping a Robot Re-Simulation Component that contains data cubes
UI fix, Unify Behavior and Radar Parameters to be smaller on Multiselect and the same as single unit selection
Fix "Set Camera Home" not going back to home when "Follow Camera" was in use
Experimental 1.0.18152
Additions
Add 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 building
Fixes
Behavior instruction 'Distance': Return infinite when measuring distance against something not on the map (i.e. Mothership) instead of logging a Lua error
Bring back Metal Bar, Metal Plate and Reinforced Plate to list of productions of Reforming Pool which was mistakenly removed in the last patch
Bring 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 patch
Fix changed integrated components from 1.0.18142 (on Blight Complex and Human AI Explorer) causing components in old saves to get duplicated when the building is relocated or the unit is acquired and deployed
Fix default visual register links of integrated components (i.e. production register on Blight Complex) getting recreated when relocating a building
Experimental 1.0.18142
Additions
Show numbers in the Control Center item detail tab and Progress window milestone tab with a comma thousands separator
Fixes
Fix 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
Experimental 1.0.18104
Changes
Rename 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 tall
Behavior 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 rotation
Add 400 recently added and modified strings temporarily localized via machine translation
Fixes
Fix logging of a Lua warning when opening the Codex
Fix logging of a Lua error when double clicking the Program Start node in the behavior editor
Experimental 1.0.18087
Changes
Revert 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 unit
Behaviors
Keep arguments and pins associated on instructions 'Call', 'Load Behavior', 'Place Construction', 'Produce Unit' when modifying a referenced behavior or blueprint
Fix behavior editor error when deleting a behavior from the library while having it open in windowed mode
Fix loop behavior instructions possibly causing large stalls if there are many steps to loop but there is not a single instruction in the loop body
Make behavior editor Memory Viewer window slightly wider so the 10th item of each row doesn't get cut off when there are scrollbars
Instruction 'Get Resource Amount': Moved from category Values to World (next to 'Get Resource Type')
Instruction 'Launch'/'Land': Moved from category World to Units
Instruction 'Deploy': Support Human Lander deployment
Instruction 'Check Altitude'/'Check Blight': Moved from category Units to World
Instruction 'Set Link'/'Clear Link'/'Clear All Links': Moved from category Logistics to Components
Instruction 'Debug Print': Moved from category World to Communication, made to only print for players controlling the faction running the behavior
Fixes
Fix integrated components like capacitors not appearing when deploying a bot that was received as a reward from an explorable (regression of 1.0.18020)
Fix construction site being placed on top of dropped item potentially duplicating components with attached meta data (like a charged shield) (regression of 1.0.18020)
Experimental 1.0.18055
Changes
Behavior instructions 'Loop Signal', 'Switch', 'Memory Sift': Removed separate button to invert condition and added more modes to cover inversions
Behavior 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/building
Behavior instruction 'Get Unit Info': Return an empty value instead of 0 when querying with an invalid input
Show boosted movement speed more exactly in the unit tooltip (rounded to one decimal place)
Fixes
Fix multiplayer sync check to not falsely report an error after a unit without a weapon component is docked and the garage has moved (regression in 1.0.18044)
Fix showing wrong icon on certain stats in the unit tooltip
Fix behavior editor changing the initial value of a parameter not getting registered as a change (and the 'Apply' button not becoming available immediately)
Experimental 1.0.18044
Changes
Treat 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
Fixes
Fix 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 slot
Make hovering an item slot show an arrow of the order related to the hovered item slot instead of visualizing any order that targets the currently selected unit/building
Show range of light components in the tooltip and visualize it in the world when hovering the mouse on an equipped light component
Trigger blight discovery even if the faction has no player logged in
Fix unequipping a Blight Charger component on alien and bug units disabling their inherent blight shielding
Make behavior editor Memory Viewer window slightly wider so the 10th item of each row doesn't get cut off
Fix multiplayer state potentially going out of sync when a unit docks/is possessed then undocks/is unpossessed in a different 60x60 map chunk
Avoid logging Lua error 'entity isn't placed on the map' when a worm attacks then immediately gets possessed or docked
Fix GOTO queueing to multiple dropped items aborting after picking up the first one since ver. 1.0.18020
Experimental 1.0.18021 Hotfix
Fixes
Fix internal API change to Tool.NewRegisterObject and register:Init to correctly set a number even if the value was empty, affecting a few instructions
Fix behavior instruction 'Bitwise Op' which stopped accepting empty values as its first argument
Reminder that Experimental is exactly that, back up your saves!
Experimental 1.0.18020
Changes
Keep 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')
Behaviors
New instruction 'Loop Coordinate': Loops through coordinates in a range (given minimum and maximum) around a unit or coordinate
New instruction 'Category Switch': Diverts the program depending on the category of the passed value
New instruction 'Memory Sift': Remove multiple items of a memory array matching a filter
Instructions 'Notify' and 'Set Signpost': Add support for custom tags like {My Tag} which allows embedding additional values
Instruction 'Break': Add a count number option to break out of multiple loops at once
Instruction 'Data Type Switch' and 'Target Type Switch': Put all pins behind the expandable extra options so normally it only shows pins which are in use
Instruction 'Get Item Info': Breaking change, the value for Charge Time is now in simulation ticks and not rounded to seconds
Instruction 'Loop Equipped Components': Make it return the index (if multiple are equipped) alongside the component identifier (usable input for many other instructions)
Instruction 'Loop Equipped Components': Change second return value to be the socket index (0 for integrated components) instead of just the loop iteration count
Instruction 'Equip Component': The 'Socket Index' argument can now also be given as a component identifier (and index if multiple are equipped) to swap with an equipped component
Fix instruction 'Check Altitude': Instruction broke in version 1.0.17996 and wrongfully checked blightness instead of altitude
Fix instruction 'Separate': Outputs 'Coordinate' and 'Data' were incorrectly written to output 'Y' (since 1.0.17919)
Fix instruction 'Memory Length': Not only return identifier keys with the number but also target reference and coordinate keys
Fix memory reading behavior instructions set to Local Arrays still using Faction Arrays if no local arrays exist
Revert instruction 'Sort Storage': Was accidentally deleted in the previous patch 1.0.17996
Fixes
Fix Deployer component wrongfully spawning a component when deploying a Human Tank unit which was acquired after the built-in Tank Turret component was removed
Show stats for the built-in Tank Turret component in the tooltip of the Human Tank unit
Prevent clicking a behavior notification from revealing the location of an otherwise hidden enemy unit
Prevent equipped Deployer component losing its "One-Time Use" state when the unit it is equipped on itself is acquired and re-deployed or relocated
Reminder that Experimental is exactly that, back up your saves!
Experimental 1.0.17996
Additions
Add 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' button
Added game option to disable story related popups
Behaviors
New 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 reference
Fix instruction 'Mine': Don't jump to 'Cannot Mine' branch when being able to mine but already is mining the same target
Fix previously removed instruction 'Get Grid Efficiency' to correctly convert old behaviors to use 'Get Grid Info' instead of it becoming an invalid instruction (bug in 1.0.17971)
Instruction 'Check Blight': Add 'No Visibility' pin to match 'Check Altitude', add option to check for near blight (blight gas can be extracted there)
Instruction 'Check Altitude': Add option to check for increased wind (high enough for increased wind power)
Changes
Don't show contents of a dropped item in a register with a target reference if the player faction has no visibility on it
Fixes
Automatically end debug inspecting in behavior editor if the inspected target is destroyed or converted (i.e. Command Center deployment)
Fix various spelling mistakes in tech descriptions, story popups and behavior instruction details
Fix 'Carry Items' not getting applied when pasting settings onto a building with an Item Transporter equipped
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/714530512231732086"]
Current Release
Build 23176508
Uploaded Jun 19, 2026
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System Requirements
How to Install
Desynced\Binaries\Win64\Desynced.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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