Desynced
by Stage Games Inc. · 15 Aug, 2023
30 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 images
Version Information
Steam Patch Notes
Official update history
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"]
Experimental 1.0.17971
Changes
Allow Assembler to be produced in Human Factory
Allow Metal Bar, Metal Plate and Reinforced Plate to be produced in Reforming Pool
Allow Power Petal and Phase Leaf to be produced in Pylon
Changed recipe of Alien Factory, Hybrid Worker
Behaviors
Overhaul 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 location
Removed instruction 'Get Grid Efficiency': Will automatically get converted to 'Get Power Grid Info' - Breaking changes: Will no longer return a target reference to the unit, just the number
New instruction 'Loop Ingredients': Loop over ingredients required for production, construction, research or repair (with option to get remaining, total or single step amounts)
Removed instruction 'Loop Repair Ingredients': Will automatically get converted to 'Loop Ingredients'
Removed instruction 'Loop Recipe Ingredients': Will automatically get converted to 'Loop Ingredients'
Removed instruction 'Loop Research Ingredients': Will automatically get converted to 'Loop Ingredients'
Behavior instruction 'Compare Data': Remove pin "If Empty" as it isn't really relevant to the instruction and there is likely no real use case for it anyway
Fix instruction 'Drop Off Items' to limit dropping off only into owned or allied units/buildings and unlocked explorables
Behavior instruction 'Get Unit Info': Can now check a type identifier of a unit as well as a target reference to a non-owned unit
Behavior instruction 'Loop Products': Renamed from 'Loop Producer Items'
New behavior instruction 'Loop Researched': Loops through everything of a given type (components, items, units, etc.) the faction has researched, with option to only return what can be made in available production components
Removed behavior instruction 'Loop Unlocked Components': Will automatically get converted to 'Loop Researched'
Behavior instruction 'Check Altitude': Don't hide the "No Visibility" pin behind extra options
Behavior instruction 'Wait Component': Don't hide the "Not Working" pin behind extra options
In the behavior editor improve the tooltip on optional pins hidden by default behind extra options
Fixes
Remove audio track on Stage Games Logo video to avoid capture software picking up audio noise (i.e. Steam game video capture)
Fix logging of a Lua error when switching the selection with a shortcut group key while looking at the Blight Magnifier tooltip
Fix behavior potentially being unable to start after removing a parameter of a called sub-behavior which uses branched returns
Fix behavior editor interface explanation not highlighting the name/description correctly since 1.0.17933
Fix dynamic tooltips getting stuck in memory while invisible if opened and closed in the same frame (sometimes leading to endless logging of Lua errors)
Fix for System Index appearing empty and causing a Lua error to be logged when opened in the same frame as a tooltip
Enable Unicode console text output on the dedicated by default without the need to specify -UTF8Output in the server command line
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/685256480243320698"][dynamiclink href="https://store.steampowered.com/news/app/1450900/view/684129946245792194"]
Experimental 1.0.17933
Additions
Performance 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 routine
Add 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 it
Behavior instruction 'Place Construction': Add support for placing multi blueprints
Behavior instruction 'Place Construction': Add output value 'Target Reference' with a reference to the placed construction site (first if placing a multi blueprint)
Changes
Rework behavior unlocking: When an unlocked behavior ends and restarts, reset unlock state and wait 1 tick
Fixes
Fix Lua errors getting logged when viewing tooltips in the tech tree and unit interface while the unit is getting destroyed or upgraded
Don't make pressing Esc hide a tooltip that was already hidden via Lua code
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/684129946245792194"]
Experimental 1.0.17925
Changes
Make 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 explorables
Fixes
Fix numerical comparison used by behavior instructions 'Switch' and 'Loop Signal' to always treat infinite as a number larger than anything else
Fix behavior instruction 'Unequip Component' to not allow unequipping of integrated components
Fix behavior instruction 'Is Equipped' to not log a Lua error when getting passed a wrong value that doesn't specify a component identifier
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/696514211055930192"]
Experimental 1.0.17919
Additions
Add icon to 'Foundation' object type radar filter that is distinct from the foundation unit type icon
Make 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 Esc
Changes
Show "Destroyed Object" instead of nothing on a register or behavior value that contains a target reference that has been destroyed
For 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')
Behaviors
Find certain instructions by a list alternative names (i.e. "set" or "assign" will also find the 'Copy' instruction)
Instead of stopping a behavior on a crash (i.e. exceeding unlock step limit or call depth), keep it paused so the failure can be inspected in the behavior editor
Rework behavior unlocking: Add extra options to the unlock instruction to allow specifying the instruction limit and 2 modes 'Pause on limit' and 'Continue next tick'
Rework behavior unlocking: When starting a server besides disabling unlocking, a maximum limit of allowed unlocked instructions can be set
New instruction 'Return': For called sub-behaviors with an optional branch name which enables diverting the logic to a different path on the outer call node
Updated instruction 'Divide': Add rounding mode selection and return a second value containing the remainder of the division
Deprecated behavior instruction 'Modulo': Due to Divide now optionally returning the remainder, existing nodes will automatically convert
Updated instruction 'Signal Filter': Add more comparison modes ("Number Any Bit Match", "Number All Bits Match", "Fully Equal", "Data Equal", "Destroyed References")
Updated instruction 'Signal Filter': Rework internal logic and make numerical checks consistent with 'Compare Number' (infinite is larger than anything, not is smaller than anything)
Updated instruction 'Combine': Renamed from 'Combine Register', will be listed when searching for 'Set Number', 'Set Data' or 'Combine Coordinate'
Deprecated instructions: 'Set Number', 'Set Data' or 'Combine Coordinate', will automatically convert into 'Combine'
Updated instruction 'Separate': Renamed from 'Separate Register' will be listed when searching for 'Separate Coordinate',
Updated instruction 'Separate': Add a "Coordinate" output parameter (in addition to the existing separate X/Y parameters)
Deprecated instructions: 'Separate Coordinate', will automatically convert into 'Separate'
Updated instruction 'Compare': Renamed from 'Compare Register' and clarified description
Updated instruction 'Compare Type': Renamed from 'Compare Item' and clarified description
Removed instructions 'Is Unit A' and 'Is a': Will automatically get converted to 'Compare Type'
Added instruction 'Compare Data': Compares the data part (identifier, target reference or coordinate) of two values
Removed instruction 'Compare Unit': Will automatically get converted to 'Compare Data'
Updated instruction 'Stop Behavior': Renamed from "Exit", show in list when searching for 'Exit', 'Abort' or 'Quit'
Updated instruction 'Data Type Switch': Added 'Target Reference' branch pin, make any unused pin continue with 'No Match'
Updated instruction 'Target Type Switch': Renamed from 'Unit Type', added branch pins for Wall/Gate/Foundation/Dropped Item/Resource/Destroyed Object, make any unused pin continue with 'No Match'
Updated instruction 'Is Empty': Will no longer match a target reference that has been destroyed
Removed behavior instruction 'Get Unit Type': Will automatically get converted to equivalent 'Get Type'
Fixed instruction 'Count Items': Avoid behavior aborting when called with a target reference that doesn't have an inventory (i.e. wall)
Updated instruction 'Switch': Add selection for comparison mode, variable number of cases with "Add/Remove Case" buttons
Updated instruction 'Equip Component': Add optional arguments for a specific socket (allows swapping) and remote unit
Removed instruction 'Equip Component Remotely': Will automatically get converted to 'Equip Component'
Updated instruction 'Unequip Component': Add optional arguments for a specific inventory slot (allows swapping) and remote unit
Removed instruction 'Unequip Component Remotely': Will automatically get converted to 'Unequip Component'
Updated instruction 'Produce Unit': Add optional argument to specify the production component, add Unit argument to specify an adjacent unit/building to operate on, add output argument to return the working component (usable for 'Wait Component')
Updated instruction 'Loop Producers': Clear output if not looping once
Updated instruction 'Random Coordinate': Avoid behavior stopping and logging of error with a negative range
Updated instruction 'Check Space for Item': Clarify that besides an item identifier, a target reference to a resource node, dropped item or dockable unit can be passed
Updated instruction 'Get Space for Item': Make input accept the same types of values as 'Check Space for Item'
Updated instruction 'Get Grid Efficiency': Use grid at outer structure when called for a docked unit
Updated instruction 'Get Battery': Avoid behavior stopping and logging of error when querying Current or Max with a non-existing Unit input
Updated instruction 'Get Unit Info': Output an empty value when calling with a non-existing Unit input (instead of leaving an existing value in the output variable/parameter)
Updated instruction 'Get Unit Power Info': Output an empty value instead of the number zero when calling with a non-existing Unit input
Updated instruction 'Get Max Stack': Return empty when querying a non-item (i.e. color value)
Updated instruction 'Loop Inventory Slots': Clear all outputs if not looping once
Updated instruction 'Inventory Total': Fix help explanation
Updated instruction 'Get Location': Output an empty value when calling with a non-existing Unit input
Updated instruction 'Get Offset': Output an empty value when calling with an invalid input
Updated instruction 'Read Key': Output an empty value when calling with an invalid input
Updated instruction 'Look At': Avoid behavior stopping and logging of error with a non-existing Unit input
Updated instruction 'Set to Component Remotely': Report failure when trying to set a non-existing or read only register index
Updated instruction 'Get from Component Remotely': Report failure when trying to set a non-existing or read only register index
Updated instruction 'Memory Set': Output an empty value when calling with an invalid input
Updated instruction 'Memory Remove': Output an empty value when calling with an invalid input
Updated instruction 'Loop Memory': Clear outputs if not looping once
Updated instruction 'Get Unit At': For a tile with multiple things in it, prefer a flying unit like a drone over everything and a construction site over dropped items
Fix instruction 'Mine': Fix behavior stopping unexpectedly when specifying an amount when the unit already has enough in its inventory
Fix instruction 'Mine': Fix "Cannot Mine" branch not being taken on invalid inputs
Updated instruction 'Mine': Accept dropped items as input if a miner can handle it
Updated instruction 'Mine': Only modify miner components capable of mining the requested resource
Fix instruction 'Get Unit Info': Fix querying "Move and Fire" returning nothing (now returns 0 or 1)
Fix instruction 'Get Unit Info': Fix querying "Charge Time" returning the value multiplied by 25 (now is correct and gets rounded to nearest number of seconds)
Updated instruction 'Wait Ticks': Accept input 'infinite' to wait forever (i.e. to wait for an event)
Fixes
Disallow locating hidden enemy units by using shift+click on a register
Fix multiplayer game potentially going out of sync if a player joins quickly after a bot carrying out an order had its movement towards a teleporter aborted
Fix modifying component registers while having multiple units selected causing more network traffic than needed
For buildings that aren't square with a center tile (anything but 1x1 or 3x3), fix placing units coming out of it by always preferring a free tile closest to the building
Fix logging Lua error after pressing "Clear All" in the memory viewer of the behavior editor
In behavior editor, don't automatically hide an extra option when clearing its value
More nicely vertically align text labels to their connection pins in the behavior editor
Fix long behavior parameter name not getting truncated in the small register box used for parameters 5 to 10
Fix order carriers (including item transporter buildings) sometimes trying to pick from a nearby building instead of using items already held by the carrier (which can fail if the inventory is full which can cause certain item-transporter-only production block setups to never proceed) (regression from ver. 0.1.15341)
Fix Scout Radar component providing fast visibility revealing without power use if the component is equipped and unequipped quickly
Show an error message when trying to store a storage component into one of its own inventory slots
Show an error message when trying to swap a component into an inventory slot locked to another component
Fix game crash when using the 'Follow Camera' function and the followed unit/building gets destroyed (regression of patch 1.0.17832)
Fix logging of Lua error when unequipping a Radar component
Modding
Remove raw_is_empty and RawEqual from the register lua meta object as the regular is_empty and equality operator now always checks the value as is (entity and raw_entity continue to exist and work as before)
When a tooltip callback returns nil, make it so the game will show a tooltip of something higher up in the layout tree
Update Lua documentation: Document that functions with a faction type argument can also get passed any entity, component or item slot from which the faction will be used from
The rules regarding the OrderItem functions have changed. ManualOrder will no longer automatically equip a component unless the new AutoEquipComponent is specified. And, not specifying ManualOrder will no longer reduce the requested amount by any existing amounts (going forward the caller will have to reduce the requested amount if desired).
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/663861845817295646"]
Experimental 1.0.17871
Fix 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 blueprints
Fix blueprint preview potentially showing components not aligned properly since previous experimental patch
Fix for walls and gates showing with a gray texture in the blueprint preview
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/698764107836294127"]
Experimental 1.0.17866
Fix behavior value search not finding an identifier or coordinate without a number
Fix issues caused by a "Break" instruction at the top of a sub-behavior while inside a loop in the outer calling behavior
Fix issues with the preview of very large multi-blueprints (buildings in the distance being not shown or not clickable)
Request a new path when a unit that wants to undock while being blocked by something gets force undocked (i.e. due to its garage getting destroyed) and placed into a tile that isn't adjacent to where its movement path starts (avoid it jumping over multiple tiles)
Add 30 recently added and modified strings temporarily localized via machine translation
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/698763474492195553"]
Experimental 1.0.17857
Additions
Support copy/paste single argument values in the behavior editor
Add a simple search function to behavior editor (currently only argument values can be searched)
Allow dragging an instruction argument onto the 'Add Parameter' box to easily create and hook up a new parameter
Add freestanding comment nodes for behaviors
Changes
Count docked units and docking garages as "adjacent" for behavior instructions that act on other units
Added behavior instruction 'Set Data': Set the data part of a value (identifier, target reference or coordinate)
Changed behavior instruction 'Set Number': Make it always and only set the number (don't affect coordinate)
Changed behavior instruction 'Combine Coordinate' and 'Combine Register': Besides INFINITE, also ignore incoming NOT numbers
Changed behavior instruction 'Combine Register': Renamed argument 'Unit' to 'Data' because it can contain any data part
Changed behavior instruction 'Separate Register': Updated explanation to match the other instructions
Changed behavior instruction 'Distance ': Enable coordinate input for constant values, fix calculation between two coordinates to match the game logic, update documentation
Changed behavior instruction 'Loop Recipe Ingredients' : Enable selection of unit types on Recipe argument
Changed behavior instruction 'Get Self': Return an optional second value that specifies the component type identifier and index of the running behavior controller
Changed behavior instruction 'Is Working': Return the index of the working component (if multiple of the same component are equipped)
Changed behavior instruction 'Load Behavior': Also accept a specific component type identifier besides just the component index
Changed behavior instructions that take a component index (i.e. 'Get From Component' or 'Set Link') to also accept a combined type identifier and index (instead of separate arguments)
Remove AI Behavior Controller restrictions from Un/Equip Component Remotely instructions and change the failure branch from "No Component" to "Failed" and handle more cases
Slight margin and size changes for many behavior nodes for a more balanced look
Extend silica spawn to higher altitudes
Disallow locating hidden enemy units by using "Follow Camera" or "View Unit" from a register
Fixes
Fix lagging of Memory Viewer window in behavior editor when there are many thousand elements
Fix component overclock not being shown in the UI for components that don't use power (i.e. integrated weapon components)
Fix re-ordering parameters in behavior editor leaving Call instruction arguments assigned to wrong parameters
Fixed direction of human ai explorer scanner effect
Fix regression of version 17832 which made components wrongfully show having their generated power amounts overclocked (i.e. a Power Cell in an M socket)
Fix Time Egg functionality breaking when a drone is docked
Fix game crash when a non-floating unit is docked and wants to move but it finds itself blocked while its garage is also a moving unit
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/511863455583568983"]
Experimental 1.0.17832
Changes
Show "Move and Fire" stat in the tooltip for all weapon components
Added "Charge Time" as an option for the "Get Item Info" behavior instruction (for weapons, repairers, radars)
Only show durability boost with health component, not full amount
Fixes
Fix component overclock not being shown in the UI for components that don't use power (i.e. integrated weapon components)
Keep item requests of units that are being docked (i.e. in Repair Garage or Unit Teleporter)
Fix for Set Logistics instruction changing settings you previous had enabled but disabled
Fix handling of memory arrays using coordinates with negative parts as identifiers in the "Loop Memory" instruction as well as the "Memory Viewer" window
Fix sub-behavior writing to an out parameter that is destined to write to a faction register not working
Count re-simulator challenge towards unlocking achievements
Reduce memory allocations done for each "item throw" animations
Modding: Don't fail startup if a Lua file is encoded as 'UTF-8 with BOM'
Reminder that Experimental is exactly that, back up your saves!
[dynamiclink href="https://store.steampowered.com/news/app/1450900/view/666111203904324063"]
Current Release
Build 23176508
Uploaded Jun 19, 2026
System Requirements
How to Install
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
2.4 GB
23176508
C69ADBD1
f58050da08c0aae7a76843d9c325eb7694af592ccc6f231633e883da3baa3e20
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