About the Game
Classic RTS action meets modern production and performance in Tempest Rising. Inspired by RTS greats of the 90s and 2000s, Tempest Rising is a classic, base-building real time strategy game set in a modern day alternative history war scenario. It features 3 unique factions, each with its own approach to combat and economy and offering a variety of strategies for players of all stripes, deep and rewarding gameplay that keeps a focus on strategy while rewarding skill, and built-in customization options that allow players to approach the game their way in both single player and multiplayer game modes.
Take on the role of Commander in the highly mobile and advanced peacekeeping corps of the Global Defense Forces or the hard-hitting and desperate Tempest Dynasty in 2 11-mission campaigns that allow the player to customize their army for each mission, as both armies seek to understand and control the mysterious but beneficial Tempest vines that grow unchecked across the war-torn planet Earth. Other dangers wait in the shadows, as the origin of the Tempest is revealed...
Features
Relive classic RTS base building with fast, fluid, and hard-hitting combat
Command 2 unique rosters of units as either the GDF (Global Defense Force) or the Tempest Dynasty (with the third playable faction, the Veti, coming in the future.)
Experience 2 epic single player campaigns with voiced mission briefings
Wage war alone or with friends in 3 game modes: versus AI opponents in Custom Game lobbies, in 1v1 and 2v2 Multiplayer Matchmaking, or solo in skirmish mode with up to 500 units per team
Dominate the competition and climb the leaderboards in Ranked matchmaking, utilizing the Glicko-2 rating system
Version Information
Steam Patch Notes
Official update history
Bug Fixes
Matchmaking
Fixed an issue where the Ranked matchmaking system was not properly accounting for player ratings when creating a match
Queue times will increase as matchmaking will prioritize matching players with a smaller Rating difference. This should improve the quality of matches overall.
Note: A small portion of players with very high ratings might not find a match at certain times of day if there are no suitable opponents in the queue.
Improved the speed of Quick Play matchmaking
Submit a Support Ticket
If you are experiencing an issue in-game, please submit a ticket describing your issue to our Saber Support team, and we will work to resolve the issue.
Including a video or an image in your ticket will make it easier for us to assist you.
Got the plans right here, Commander.
On Friday, we marked the one-year anniversary of our launch date. We recapped an exciting year and teased some big things we are working on for Tempest Rising, including map creation tools and new single-player content. We look forward to sharing more about this content in the future.
Today, we are releasing another batch of quality-of-life improvements, new features, and maps to the game, alongside our usual round of bugfixes and MP balance changes.
We continue to focus our efforts on directly addressing player feedback with these patches. This update notably adds long-requested features, including:
New maps
Bot-only matches
RMB Freelook
Insane Skirmish difficulty
A new Adaptive AI behavior
Saved Custom match settings
Shift Queue Production Rally points
Rally points for under-construction Structures
Improved/reworked SHIFT+\[Group keybind]
Play Campaign with Multiplayer balance updates
We have many more improvements and features to share, so let's dive into it!
New Features
Spectate Bot-only Matches
We’ve added the ability for players to launch ‘AI-bot only’ matches in Custom, with players able to watch using a Spectator slot. To set up a bot match, go to Multiplayer > Custom > Create Game, add AI bot players, and select Spectator.
[img src="{STEAM_CLAN_IMAGE}/42794230/a848409198ba64a9611a487c11ec7efdb0c84cac.jpg"]
RMB Freelook
Many players have requested that the camera ‘Freelook’ behave the same as in classic RTS games.
We have added a “Freelook Delay” checkbox in the Controls settings that assigns freelook to the Right Mouse Button (RMB), while preserving the “Issue Command” action for RMB (or the “Deselect Units” action if “Classic mouse controls” are enabled).
NOTE: As the name suggests, this checkbox introduces a small delay to prevent actions that use the same key from being triggered when players activate Freelook.
[img src="{STEAM_CLAN_IMAGE}/42794230/c3dd0b6b97371c9dcd11b5e86840526875e2d5db.png"]
[img src="{STEAM_CLAN_IMAGE}/42794230/a2e5667e3bb27c8ff4a441ae691b015bee988312.gif"]
Seasons
With this patch, we’re introducing the ‘Seasons’ feature, which will allow players to observe statistics, older leaderboards, and their leaderboards placements for previous matchmaking seasons from the Player Profile.
[img src="{STEAM_CLAN_IMAGE}/42794230/e15283992be5798cd022eff02466d835f0e52d31.gif"]
Insane Skirmish AI difficulty
We have added a new, harder difficulty level for players looking for a serious challenge. The Insane AI is designed to push players' skills to their limit. It is built on the following key features:
The AI has improved starting build orders for both factions to ensure a more stable and efficient start
Turrets placed by the AI are more efficient, prioritizing attacks to hit the most advantageous targets
A new behavior is added for both factions that leads the AI to capture player-controlled Tempest fields
The AI receives increased income and production speed cheats to receive an unfair advantage against players
[img src="{STEAM_CLAN_IMAGE}/42794230/915ec66f627cd97ee76cb94223edf3539b6f3f5a.jpg"]
Adaptive Skirmish AI behavior
The new Adaptive Skirmish AI behavior is designed to adapt to the player's pace rather than following a fixed script. It is built on the following key features:
The AI does not expand its territory beyond what the player controls. If the player stays in a small area, the AI does the same.
The AI matches its economic growth to the player's. It will not outproduce or outspend the player through passive resource accumulation.
The AI maintains a combat force roughly equal in size to the player's army. It avoids overwhelming the player with a massive unit advantage.
The AI plays passively when the player is passive, focusing on slow development. When the player becomes aggressive (by launching attacks or pushing territory expansion), the AI responds with equal aggression.
Behavior can be applied to any difficulty (including the newly added Insane difficulty)
This will give players the freedom to play at their own pace without the AI rushing too early or taking over the map if the player doesn’t. Newer players can learn without pressure, while experienced players can still trigger a challenging response by playing aggressively.
[img src="{STEAM_CLAN_IMAGE}/42794230/e56b20ae85cb6f40cb1672916aefadd5fb432095.jpg"]
MP Balance in Campaign
We have added the highly requested option for players to play through the Campaigns using the latest Multiplayer balance changes.
Note: Enabling modifiers will disable all Achievements for this Campaign profile.
[img src="{STEAM_CLAN_IMAGE}/42794230/06dc9dc58823913a54b45896f75d2b4cbd7f78e1.png"]
Skirmish/Multiplayer Maps
Arena
Completely new symmetrical 4-player map
Ideal for players who prefer to focus on non-stop battles in the map center without worrying about expanding their map presence
Available in Matchmaking, Skirmish, and Custom matches
Brussels
Asymmetrical 6-player map converted from Dynasty Mission 4
Best suited for team matches, with three starting positions at the top and bottom of the map
Available in Skirmish and Custom matches
Plundered Riches
Asymmetrical 6-player map converted from Dynasty Mission 6
Scattered starting positions will create chaos on the battlefield in FFA matches
Available in Skirmish and Custom matches
Sand Sea and Steel
Asymmetrical 4-player map converted from GDF Mission 10
Suitable for both FFA and team matches
Available in Skirmish and Custom matches
Quality of Life Updates
Custom and Skirmish lobby match settings are now saved between sessions. When players create a new match lobby in the future, their previous match settings will already be populated
Added a ‘Restore Page’ button that will allow players to reset lobby settings to the default settings
Added the ability to SHIFT queue multiple Rally Points for Production Structures
This sends units to queued Rally Points in order one by one, rather than directly to one location
[img src="{STEAM_CLAN_IMAGE}/42794230/e1efc9ca0fbde19b53cedf4833abb27edcf81e04.gif"]
Added the ability to set Rally Points from GDF Structures under construction, so players don’t have to wait until they’re finished
[img src="{STEAM_CLAN_IMAGE}/42794230/bac715f30b56b410a5341ac50daddb965a355ee9.gif"]
Added the ability to place multiple buildings of the same type for all factions while holding SHIFT
For GDF, it allows players to order the construction of multiple structures of the same type without clicking on the Build tab each time
[img src="{STEAM_CLAN_IMAGE}/42794230/ddf9a915a63043a6bc7921e86d899c501dbfc635.gif"]
For DYN, it allows players to place multiple structures of the same type if they are ready for placement in the Construction Yards
[img src="{STEAM_CLAN_IMAGE}/42794230/0594c135a0ddcbc120e10a2618a63b91be785a27.gif"]
SHIFT+\[Group keybind] action is reworked:
Now SHIFT+\[Group keybind] will add selected units to the group, remove them from any other groups, and select the group
[img src="{STEAM_CLAN_IMAGE}/42794230/f49c06a74cefe03ce6851a1f352e70540c66bbb2.gif"]
Double-clicking on a unit/structure Portrait will now move the camera to its position
[img src="{STEAM_CLAN_IMAGE}/42794230/14ebcd1478827d01e2c30d4012a88f757bc5cbd6.gif"]
Additional QoL Updates
Added "Random" faction selection for Skirmish/Custom lobbies
Added existing Maps to the 1v1 Matchmaking pool to increase the variety of matches. Added maps include:
Road to Destruction
Prominence
Tropical Team Brawl
Dammed Strait
Map Vetoes changed to address the increased map pool in matchmaking:
Map vetoes for 1v1 matchmaking increased to 6 (from 4)
Map vetoes for 2v2 matchmaking decreased to 2 (from 4)
This is to reduce the chances of all maps being vetoed out by 4 players, resulting in a match not being found
Added the ability to set Rally Points for Air production buildings for all factions
Salvage Van weapon effect now shows that it applies Tempest Charge
Balance Updates
As the game matures, we continue to monitor how each faction performs across the early, mid, and late stages of a match. Our balance changes this time are mainly targeting overperforming and underperforming units and strategies.
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
Aside from tweaking the Drone Mauler and Queller, which have over-performed in our last patch, we are addressing the Drone Assassin’s difficulty in attacking some targets, tweaking tech timings, and making the Comms Rig a bit harder to kill.
Field Scout
With some changes coming to the Dynasty’s Tier 1 Infantry, we feel that a longer distance on the Field Scout’s Marking Mine throw will help maintain balance in the early game
Marking Mine throw Range increased to 2100 (from 1900)
Queller
Quellers have slightly over-performed against unprepared players as anti-harvesting harassment tools. This minor adjustment to Attack Speed, along with some anti-air tweaks, is designed to make Queller usage a higher commitment and give players more time to respond.
Attack Speed decreased to 1.3-second intervals (from 1.25 seconds)
Drone Mauler
Losing its Marking weapon weakened the Drone Mauler, and in response to this, we gave it a Health boost in the last patch. This was an overcorrection, so we are removing some Health again to increase counterplay against it.
Health decreased to 440 (from 470)
Comms Rig
We will continue to tweak Comms Rig usage, but in this patch, we are simply increasing its Health to make it harder to take off the field.
Health increased to 375 (from 325)
Refinery
We are taking a bit of health off the GDF Refinery to make it a more enticing harassment target. Since we’ve also introduced a behavioral change to enable Harvesters to drop off at depowered Refineries, we are no longer allowing players to power them down manually.
Health decreased to 2250 (from 2500)
Storage Pod Cost decreased to 25 Intel (from 30 Intel)
Can no longer be powered down
Drone Assassin
We are boosting the consistency of this unit.
Assassin Drone can no longer miss.
Riot Medic
We aim to push the Riot Medic away from being a one-stop shop for all anti-infantry, requiring backup from better damage dealers in order to get the most out of his weapon.
Damage decreased to 20 (from 25)
Satellite Uplink
GDF tech progression to Tier 2 is just slightly too fast in many games. We are offsetting this with a minor Cost increase on the Uplink.
Cost increased to 1800 Credits (from 1600)
Data Core
GDF ‘fast-tech’ is just a bit too fast currently. We are increasing the cost of the Data Core to delay Tier 3 from hitting the field. The Tempest and Drone Pod Upgrades currently take a little too long to research, so we are decreasing the Research Time for both.
Cost increased to 2200 Credits (from 2000)
Tempest Pod Research Time decreased to 40 seconds (from 60 seconds)
Drone Pod Research Time decreased to 40 seconds (from 60 seconds)
Tempest Dynasty (DYN)
[img src="{STEAM_CLAN_IMAGE}/42794230/270279035ffdcae1ecef8d415ad90fce16f6e06f.jpg"]
Dynasty Infantry units are getting some overdue attention, and we are taking another pass at the Salvage system, aiming to increase its utility in the mid and late game.
Salvage Effect
The Salvage Effect, which returns a % of the damage a Unit deals to Vehicles or Structures, is intended to be a part of how the Tempest Dynasty scales their economy into the late game. We are expanding its use to more Unit types and increasing the resources you can gain when you utilize its effect.
Salvage Effect increased to 20% of damage into Credits (from 18%)
Call the Guard
Call the Guard is a go-to strategy in both GDF and Dynasty matches, and we are adjusting it slightly to ensure it’s less overwhelming to fight against.
Now spawns 1 Missile Trooper per Structure (from 2)
Dynasty Guard
The Dynasty Guard is powerful but struggles to make an impact due to its range. We are tweaking that a bit in order to make it easier to get favorable combat encounters.
Attack Range increased to 1950 (from 1900)
Grenade Range increased to 1800 (from 1700)
Vision Range increased to 4000 (from 3500)
Missile Trooper
Missile Troopers are under-performing in their role as anti-tank and anti-air unit, so we’re boosting their damage.
Damage increased to 55 (from 50)
Assault Gunner
Like the Missile Trooper, the Assault Gunner is underperforming as a deterrent and destroyer of enemy aircraft. We are rebalancing its damage to be a bit more front-loaded and improving its survivability.
Health increased to 310 (from 290)
Attack Speed decreased to 1.3-second intervals (from 1.2 seconds)
Damage increased to 30 (from 25)
Barracks Infirmary Upgrade
We are reducing the Barracks Infirmary Upgrade timer to give Dynasty T3 Infantry a bit more time to shine.
Research timer decreased to 23 seconds (from 30 seconds)
Specialist Bureau
We feel the time increase on the construction of the Specialist Bureau was overly punitive, so we’re shaving a little time off.
Build Time decreased to 44 seconds (from 46 seconds)
Boar Tank
The Boar has needed a more interesting niche, and rather than simply increasing its stats, we are adding the Salvage effect to its weapon. This should differentiate it better from other ‘shield’ units, as a way to turn armed combat into resources for the Dynasty player.
Added the Salvage effect to its weapon.
Hammerhand
We are happy with the new direction of the Hammerhand, though after reviewing usage data since the last update, we decided it needed minor adjustments.
Cost decreased to 1900 (from 2000)
Production Time decreased to 27 seconds (from 30 seconds)
Salvage Van
We are carefully monitoring this unit's usage rate and implementing a minor cost reduction to encourage earlier use of it in matches.
Cost decreased to 1900 Credits (from 2000)
Physicist
While the Physicist’s weapon is formidable, its Electrical Field Generator ability is not used much due to its short range. We are increasing the effect area so it can serve as a more effective zoning tool for Physicist players.
Electrical Field Generator Area of Effect increased to 3000 (from 2000)
Bug Fixes
General Gameplay
Fixed an issue where Harvesters sometimes could move through environmental objects and buildings when moving to a Refinery to deliver Tempest
Fixed an issue where Harvesters were dropping harvest/deliver commands and idling near Refineries
Improved the Refinery queue for Harvesters:
Full Harvesters will now more reliably move up the queue when closer to a Refinery relative to more distant Harvesters.
Harvesters will now prioritize the closer Refinery before moving to more distant ones when delivering Tempest
NOTE: One Refinery works most effectively with 4 connected Harvesters. Making more than 4 Harvesters per Refinery will cause some Harvesters to stall in Tempest fields when 4 Harvesters are already in the queue for that Refinery.
Fixed an issue where Dynasty players could build 1 Superweapon per MCV with Superweapon limit enabled
Fixed an issue where it was not possible to set a Rally Point to enemy Structures / enemy-captured Neutral Structures
Fixed an issue where the Scrambler's "Tempest Chaff" ability radius circle appeared at the zero coordinates of the map when the ability was selected
Fixed an issue where some unit abilities could be used while loading a garrison by issuing a command via Shift-queue orders
Fixed an issue where the player couldn’t place Structures in a location where an enemy unit was located in Stealth with Hold Position
Fixed an issue where the Tempest Sphere couldn’t attack some Structures
Fixed an issue where it was possible to place units inside the garrison building being sold at the end of the sell animation in multiplayer matches
Fixed an issue where Skirmish AI wouldn’t attack enemy Superweapons
Fixed an issue where Air units with the Comms buff didn’t receive the additional resistances immediately after “Comms Rig Antenna” Doctrine was unlocked
UI
Fixed an issue where ‘defeated’ players were shown a Defeat screen if their team won a match
Fixed an issue where the DYN Tempest Rig Refinery description contained the description of the GDF Refinery in the Codex for all languages
Fixed an issue where player nicknames could be cut off in some languages in Custom lobbies
Fixed an issue where the “Pin/un-pin” button in the Global Production Queue didn’t work when the Doctrine tab was selected
Fixed an issue where the in-game chat tooltip didn’t display the button for switching chat modes
Fixed an issue where keys assigned for the “Unit upgrade” option were not displayed in building upgrades
Fixed an issue where a Defeat screen was shown for players in an ongoing 2v2 match if they lost all their Units/Structures
Fixed an issue where the “Firing Slits” Perk wasn’t listed in the Perks card for neutral garrisons
Fixed an issue where the “Enable/Disable auto-rearrange” keybind was missing in the Controls settings menu
Fixed an issue where the lobby list didn’t automatically update when switching Public/LAN lobby types in the lobby browser
Fixed an issue where the Selection shape for air units wasn’t displayed when the player hovered over an Air unit
Fixed an issue where the ‘Defeat’ screen was shown for a few seconds if the player left a 4-player match through the Main Menu button
Fixed an issue where text and medals were misaligned in the Chinese language on the Overview page in the Player Profile
Fixed an issue where the word "Salvage" in the corresponding status effect was incorrectly translated in the Russian language
Text Missing Localization
The following new text strings have not yet been translated for this patch and will be localized in a future patch:
Under “Control” in the Settings Menu:
The title and description for the “Freelook Delay” setting have not been translated into other languages yet
The text in English is:
Freelook delay: Adds a short delay to the Freelook action to improve its behavior when it is bound together with another action on the same key. Enabling this option will set the Freelook binding to RMB. Disabling it will set the binding to MMB. The assigned key can be changed afterward.
Under Bot Difficulty in Skirmish Lobby:
The bot difficulty level “Insane (Unfair)” has not been translated into other languages yet
Join the Tempest Rising Discord
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
[img src="{STEAM_CLAN_IMAGE}/42794230/78525843e13108578244e866962266b30da187d2.png"]
Submit a Support Ticket
If you are experiencing an issue in-game, please submit a ticket describing your issue to our Saber Support team, and we will work to resolve the issue.
Including a video or an image in your ticket will make it easier for us to assist you.
Balance Updates
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
Harvester
In the latest patch, we introduced modifications to the GDF Harvester that reduced the overall harvesting cycle time, increasing GDF economic efficiency. We are introducing some small tweaks to the Harvester as a partial correction, and will continue to monitor faction performance to determine if further changes are necessary.
Tempest Refinery Dropoff Rate reduced to 220 Credits per second (from 260)
Harvester Acceleration reduced to 415 (from 425)
Bug Fixes
General Gameplay
Fixed an issue where the GDF Harvester could become stuck in the Refinery when delivering Tempest if Power production became lower than consumption during that process
Submit a Support Ticket
If you are experiencing an issue in-game, please submit a ticket describing your issue to our Saber Support team, and we will work to resolve the issue.
Including a video or an image in your ticket will make it easier for us to assist you.
Analyzing schematics . . .
Welcome back, General! Our latest update brings a variety of community-requested quality-of-life improvements, balance changes, and bug fixes.
To address a question we have seen from many players, we can confirm that we are continuing to work on the Veti Faction, along with other future content for the game. Our update pace has slowed lately, but rest assured, we are putting the extra time to good use.
While we aren't quite ready to share details yet, we are very excited about what we are working on! Stay tuned, and thank you for the continued support.
For now, let's dive into the newest updates and improvements to Tempest Rising.
New Features
Start Campaign with all Doctrines/Equipment Unlocked
Added the option to start a new Campaign with all Doctrines and Equipment unlocked from the first mission
Note: this will disable Achievements for this Campaign profile
[img src="{STEAM_CLAN_IMAGE}/42794230/9a217a041b3fd133f5ed8d4b68fa616a07530efc.png"]
“Select All Support Units” Hotkey
Added Hotkeys that allow for easier management/selection of Support units:
Ctrl+Alt+Q - Select all Support units on the map
Ctrl+Alt+W - Select all Support units on the screen
These Hotkeys will allow players to select only Support units, like Engineers and Technicians, separately from other units.
Random Faction Selection in Matchmaking
Added a Random select option when choosing a Faction in Matchmaking games (Ranked and Quick Play game modes)
Additional Quality of Life Updates
Changed Rating calculation for Ranked matchmaking games:
The maximum amount of Rank Points won/lost will now be capped at +/- 50
The minimum amount of Rank Points won/lost will now be capped at +/- 8
Added the ability to switch between grouped and ungrouped unit composition in the unit selection widget. Players can select their preferred default behavior in the Game Settings:
Collapsed
Expanded
Manual (Ctrl+LMB click on unit icon to collapse/expand)
[img src="{STEAM_CLAN_IMAGE}/42794230/13fa6dd75a286d8d66962c9110af0d0b90238502.gif"]
Queller air unit will no longer use Laser Weapon ammo on regular enemy Infantry units, instead attacking them with Machine Gun ammo
The Queller will only use its Laser Weapon against enemy Vehicles, Buildings, and heavy Infantry
[img src="{STEAM_CLAN_IMAGE}/42794230/5fd8c12083e872b520fd841ecff99da30e8202ae.gif"]
Added icons displaying Faction to Player List in multiplayer matches
Shows the Faction selected by each player in the match
Added Rank Medal icons to Player List in Ranked multiplayer matches
Shows the player rank for the current Faction
Reorganized Player List elements for better visual clarity
Team and color icons are now positioned in front, and players are ordered by team rather than by player slot
[img src="{STEAM_CLAN_IMAGE}/42794230/3474277c77fd544b4794348e4e9690be03f02fe7.png"]
Added the post-match Rank increase/decrease to the Ranked Score screen.
[img src="{STEAM_CLAN_IMAGE}/42794230/78191ebf081c11c1701e292d30db42f73f5df187.png"]
All Power-providing Structures will now show their Power Supply in the production Tooltip
[img src="{STEAM_CLAN_IMAGE}/42794230/bc5c78a3315f71c30d2d4d39794fdd2fe9f41265.png"]
Added sorting buttons to the Global Production Queue panel for easier management:
Added a button to enable/disable sorting by production progress (disabled sorting will lock all added buildings/units in the queue in the order they were added and grouped by unit/building from the same build tab)
Added a button to pin any unit/structure so it will remain on top of the queue
[img src="{STEAM_CLAN_IMAGE}/42794230/693e175631aa76c4d79bf989a5cc15fdf5759568.gif"][img src="{STEAM_CLAN_IMAGE}/42794230/c6d6b439e1f82b160c731874ac997e534c05d6dd.gif"]
Added an “Out of Focus Audio” setting when the game window is not active
This setting will allow players to change the behavior of game audio when the game window is not active (either muted or always played)
[img src="{STEAM_CLAN_IMAGE}/42794230/b9205d7670b8b3f99d7f5029bf2c8e2f72e071a2.png"]
Added Doctrine and Armory Codex pages for both the GDF and DYN Factions
Improved text chat profanity filtering
Now the word will be censored by * symbols instead of being completely removed from the text
Profanity list strictness was reduced to avoid blocking harmless words containing combinations of restricted words
Added the ability to send a Friend request to another player through their Player Profile
Reduced the match Reconnection Timer from 120 seconds to 90 seconds for Quick Play and Ranked matchmaking modes
Balance Updates
In this patch, we aim to increase the effectiveness of underutilized units and Doctrines, such as the Hammerhand and Tempest Sphere for the Dynasty, and the current iteration of the DCU for the GDF. Additionally, we are shifting around the GDF’s Intel economy and adjusting timing windows for both factions.
Our goal is to enable new viable strategies for both factions and a greater variety of Doctrine builds in Skirmish and Multiplayer.
Global
Structure Capture Time for ‘critical buildings’ increased to 14 seconds (from 7 seconds)
Refineries and Tech buildings now count as ‘critical buildings’
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
We are making a number of changes to the GDF in this patch, with the goal of increasing gameplay options across all game stages for the Faction.
Removing Marking from the Drone Mauler should alleviate issues with excessive Intel income in the late game. We are also changing some Tier 3 unit costs to re-weight Intel expenditure decisions in the mid and late game. The Comms Tree and Mobility Tree are both getting boosts, including Comms Rig Antenna and Ambush Protocols, impacting the effects of the Comms buff.
Tier 3 is generally getting attention with the addition of Marking on both the Scrambler and Haywire Turret weapons. These are not intended to be primary sources of Intel, but allow us to change how these units interact with Doctrines, particularly in the Comms Tree.
Doctrines
The Comms and Mobility Doctrine Trees have had key Doctrines improved, pushing Comms toward greater overall attack power via additional movement and Attack Speed boosts in Ambush Protocols, and economic and air boosts in the Mobility Doctrines.
We’re looking forward to seeing experimentation with strategies incorporating these improved Doctrines.
Logistics Networks
Effect added: Credit‑based units now have their Cost reduced by 15%
Triangulation
Build Site Placement reduced to 10 credits (from 50)
Ambush Protocols
Now increases the effects of the Comms Aura by 20% in addition to other effects
Stealth ability Cost reduced 50% (from 30%)
Comms Rig Antenna
Comms now provides Air units 15% resistance to Cannon and Rocket damage, in addition to other effects
Field Scout
The GDF often relies on Infantry offensively and defensively in the early game, and this slight change to build time should shift timings slightly for high MMR players. We aim to foster additional use of Marking Mines as an early warning system or a tool in combat via a shorter cooldown on the ability.
Build time increased to 10 seconds (from 9 seconds)
Marking Mine Cooldown reduced to 20 seconds (from 35 seconds)
Riot Trooper
With the buffs to the Dynasty early game, we are also increasing the range of the Riot Trooper’s EMP so that it can continue to serve as a tool to limit the effectiveness of early Dynasty vehicle pushes and harassment
EMP grenade range increased to 1600 (from 1550)
Hunter Tank
In an effort to encourage more Hunter Tank use offensively and defensively in all stages of the game, we are increasing its Networked damage slightly while decreasing its build time.
Build time reduced to 18 seconds (from 19 seconds)
Networked bonus damage vs. Marked targets increased to 120 (from 110)
Riot Van
Riot Vans are in a somewhat delicate place competitively at the moment. Pushing with them can be absolutely overwhelming, but their use falls off in the mid- to late-game. This change aims to make current dominant strategies with the Riot Van somewhat riskier.
Health reduced to 860 (from 880)
Queller
Despite being strong on paper, the Queller has a relatively low usage and success rate competitively. With these changes, we aim to make them easier to use and more cost-effective to justify building them.
Attack Range increased to 2100 (from 2000)
Gatling Attack Range increased to 2100 (from 2000)
Laser weapon will no longer be used against Infantry
Cost reduced to 1200 Credits (from 1300 Credits)
Build time reduced to 19 seconds (from 22 seconds)
Ammo increased to 8 (from 6)
Gatling Turret
We aim to improve the risk/reward balance of Stealth and Detection by increasing the Detection Range of some units and structures.
Detection Range increased to 2000 (from 1500)
Engineer
We are seeking to better balance the risk/reward of stealth and detection by increasing the Detection Range of some units and structures.
Detection Range increased to 2000 (from 1500)
DCU
The DCU has not been considered cost-effective in its current role as a Tier 3 vehicle-suppression support craft, so we are making some larger tweaks to improve its value.
Comms Jammer AOE increased to 250 (from 150)
Spy Drone Summon Range increased to 3700 (from 3100)
Spy Drone Cost increased to 20 Intel (from 10 Intel)
Cost reduced to 40 Intel (from 60 Intel)
Population reduced to 5 (from 6)
Intel storage reduced to 10 (from 15)
Drone Mauler
Drone Maulers becoming Marking units had a larger impact on gameplay than intended. They are being reverted to their role as anti-tank ‘ambush predator’ and frontline skirmisher.
Brigand Drone Attack Range increased to 2200 (from 2100)
Health increased to 470 (from 400)
Removed Marking effect on Brigand Drone attack
Tempest Artillery
Given the relative performance and pick rate of the Tempest Artillery and Haywire Turret, we are changing their cost profiles: the Tempest Artillery now costs Intel instead of Credits, which should make its presence somewhat more rare in the midgame.
Cost changed to 25 Intel (from 1600 Credits)
Haywire Turret
As a part of the overall Haywire weapons overhaul, we are making the Haywire Turret Mark enemies on attack and switching its cost from Intel to Credits.
Cost changed to 1200 Credits (from 20 Intel)
Health increased to 800 (from 700)
Attack Range reduced to 3600 (from 4500)
Added Marking effect to weapon
Refinery
While the cost of the Storage Pod should still make this upgrade rare in the early game, we are removing the Storage Pod tech requirement to increase the variety of GDF build options.
Storage Pod requirement removed
Scrambler
Scramblers are most often used as a delivery system for Tempest Chaff - this change provides them with incidental Marking as additional utility, as well as enabling additional Doctrines such as Boosted Comms to impact their performance. This should provide the Scrambler with greater tactical flexibility and utility.
Attack Range reduced to 3000 (from 3700)
Attack Speed increased to 2.8-second intervals (from 3.2)
Health increased to 410 (from 380)
Added Marking effect to weapon
Trebuchet
The Trebuchet was performing worse than intended, relative to its cost.
Cost reduced to 2400 (from 2500)
Tempest Dynasty (DYN)
[img src="{STEAM_CLAN_IMAGE}/42794230/270279035ffdcae1ecef8d415ad90fce16f6e06f.jpg"]
As with the GDF, we aim to improve the Dynasty’s strategic and tactical choices in every stage of the game. Notably, improvements to the Pillager, Missile Trooper, Hammerhand, and Salvage effect should help achieve this goal.
Doctrines
The primary Doctrine change in this patch is a new effect on Frontline Construction, which we feel should increase its pick rate and provide more opportunities for each Dynasty Doctrine tree to shine.
Manpower
Now generates Missile Troopers (previously Dynasty Guards)
Frontline Construction
Added a new effect: All turrets now have Salvage (with the exception of the Sensor Array)
Salvage Effect
We aim to improve late-game Dynasty economic staying power in low-Tempest conditions.
Credit-Damage conversion increased to 18% (from 15%)
Missile Trooper
We are improving Dynasty’s situational awareness and scouting capabilities overall by increasing Sight Range for units like the Missile Trooper and Hammerhand.
Sight increased to 4500 (from 4000)
Pillager
Pillagers slightly underperform for many players in the midgame, and this change aims to increase their staying power.
Health increased to 650 (from 600)
Technician
As with the GDF Engineer, we are slightly increasing the Technician's Detection Range.
Detection Range increased to 2000 (from 1500)
Matchstick
We aim to improve Matchstick performance after the last balance patch hit them a little harder than intended.
Attack Speed increased to 1.45-second intervals (from 1.55)
Range increased to 1900 (from 1800)
Hammerhand
Hammerhand usage and pick rates remain low aside from Demolitionist synergies. The aim of these changes is for the Hammerhand to get more use as part of a well-rounded Dynasty attack force.
Now detects stealth in a range of 1500
Cannon weapon now has Salvage
Sight Range increased to 5000 (from 3500)
Weapon damage increased to 70 (from 50)
ConYard Bastion
We are slightly reducing the Bastion research time to better align with GDF tech timings.
Research time reduced to 32 seconds (from 37 seconds)
Radar Station
We feel that Radar Stations are slightly too vulnerable to harassment, so we are increasing their health.
Health increased to 1600 (from 1300)
Specialist Bureau
We are increasing the build time on the Specialist Bureau in order to slightly delay some Dynasty push builds.
Build time increased to 46 seconds (from 40 seconds)
Porcupine MLRS
We are decreasing the movement speed of the Porcupine slightly to increase the skill of using them and make them more vulnerable to counterplay.
Movement Speed reduced to 625 (from 640)
Tempest Sphere
While very powerful in certain situations, we feel the Tempest Sphere needed more consistent utility. It now spawns a Demolitionist on death and inflicts Vulnerability (30% bonus damage) on attack targets it cannot crush. Due to these new functionalities, we have also increased its cost.
Now drops a Demolitionist on death
Weapon now applies Vulnerability
Cost increased to 3000 (from 2500)
Demolitionist
Demolitionists have a fairly narrow use case. We feel that a lower cost and broader utility will lead to more experimentation with this unit.
Melee attack now applies Vulnerability to all targets (previously only to buildings)
Cost reduced to 1100 (from 1300)
Excavator Platform
We want to ensure that Excavator Platform attacks are appropriately devastating as a Superweapon.
Damage per wave increased to 1100 (from 900)
Bug Fixes
General Gameplay
Fixed an issue where the Tempest Charge effect didn’t decrease Attack Speed (now decreases Attack Speed by 5% per stack)
Fixed an issue where the Tempest Instability Missile was not applying Tempest Charge along with Tempest Overflow
Fixed an issue where the Sniper’s attack from Stealth was not applying Tempest Charge along with Tempest Overflow
Fixed an issue where Comms Officers weren’t receiving the damage increase when the Pinpoint Weaknesses Doctrine was active
Fixed an issue where players couldn’t set a Rally Point on neutral and enemy structures
Fixed an issue where the default “B” button for Unit Command Slot 5 sometimes couldn’t activate unit abilities
Fixed an issue where players sometimes couldn’t produce Air Units that require an Air Pad from a captured air production building
Fixed an issue where enemy Porcupine MLRS projectiles sometimes weren’t visible when they were attacking from the Fog of War
Fixed an issue where Engineers/Technicians could get stuck inside the GDF Refinery while trying to repair a damaged Harvester docked to it
Fixed an issue where the Dynasty Power Plant had an incorrect default rotation
Fixed an issue where GDF Harvesters performed unnecessary movements back and forth before docking at a Refinery
Campaign
Fixed an issue where the main objective “Destroy infantry outpost” couldn’t be completed if the Barracks required for it was destroyed before the objective appeared in the 5th GDF mission
Fixed an issue where the Machine Shop and Air Factory buildings appeared on top of the player’s buildings when related side objectives appeared in the 5th GDF mission
Fixed an issue where the Secondary objective “Investigate distress calls” couldn’t be completed by Riot Van units in the 9th GDF mission
Fixed an issue where selected units were deselected after a cutscene finishes in campaign missions
Fixed an issue where the build grid became unavailable for re-deploying a ConYard in a place where it was previously located in some campaign missions
MP and Spectator
Fixed an issue where destroyed units remained on the map in multiplayer matches for players experiencing network stability issues
Fixed an issue where neutral capturable structures sometimes were not displayed in multiplayer matches for players experiencing network stability issues
Fixed an issue where players could build more than one Superweapon with the Superweapon limit enabled in Skirmish/Multiplayer matches
Fixed an issue where an enemy player’s Scrambler Tempest Chaff ability VFX sometimes were not displayed if the Scrambler was attacking from stealth in multiplayer matches
Fixed an issue where audio volume was lowered when zooming out in Spectator mode
Fixed an issue where a Spectator sometimes couldn’t see players’ Fog of War when switching to the player camera view
Fixed an issue where Superweapon charging SFX sometimes would not play properly in multiplayer matches
Fixed an issue where the DCU weapon and description mentioned the Marking effect, but no longer provided the Marking effect in Skirmish/Multiplayer matches
UI
Improved the readability of the Codex
Fixed an issue where the Trebuchet unit and Artillery turret visually displayed a higher Attack Range than the actual range while under the effect of the Comms buff
Fixed an issue where the DCU’s Comms Field displayed a radius that didn’t match the actual radius of effect
Fixed an issue where the timer continued to count for the client player/spectator when reconnecting in multiplayer matches with “Pause and Continue” reconnect behavior selected
Fixed an issue where keybinds for groups in the HUD weren’t updating properly if the player changed them from the default keybinds
Fixed an issue where the “Disconnected” icon for players was not changing to “Active” in the Spectator’s player list after a player successfully reconnected to the match
Fixed an issue where the “Chat” button tooltip would sometimes be displayed behind the score screen
Text Missing Localization
The following new text strings have not yet been translated for this patch and will be localized in a future patch:
Under “Audio Settings” in the Settings Menu:
"Out Of Focus Audio"
"Mute audio when the game window is out of focus"
Under “Controls” in the Settings Menu:
“Select All Support Units On Screen”
“Select All Support Units On The Map”
When pressing “+” under Campaign Menu to create a new campaign:
"Start with all Doctrines and Equipment"
"Starting with all Doctrines and Equipment enabled will disable all achievements for this Campaign"
When playing GDF:
The description of the Doctrine “Comms Rig Antenna”
The description of the Doctrine “Ambush Protocols”
2026 Danish Game Awards
Tempest Rising was the recipient of two awards at the 2026 Danish Game Awards!
[img src="{STEAM_CLAN_IMAGE}/42794230/1a8142b965642269a3ed79d6142a6d3ce1c7f6bc.jpg"]
Join the Tempest Rising Discord
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
[img src="{STEAM_CLAN_IMAGE}/42794230/78525843e13108578244e866962266b30da187d2.png"]
Submit a Support Ticket
If you are experiencing an issue in-game, please submit a ticket describing your issue to our Saber Support team, and we will work to resolve the issue.
Including a video or an image in your ticket will make it easier for us to assist you.
Greetings, Commander! The Veti Multiplayer Test has come to a close. We are thrilled with the early response to the new Faction, and we appreciate all the time you have put into playing and testing the Veti.
The feedback we received has proven to be quite valuable and has been duly noted. The Veti will return in the future. Stay tuned!
Balance Updates
With our Superior Firepower update, we made some big changes to both the GDF and Dynasty Factions, including reworks to the GDF’s DCU and the Dynasty’s Salvage Aura. Additionally, we added a Perk to some GDF units and structures called “Intel Storage”, which causes them to lose Intel when they are destroyed.
We are continuing to balance these new features, as well as each Superweapon, with the goal of maintaining the fun factor and competitiveness of each Faction.
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
Now that the GDF can lose Intel when units with the Intel Storage Perk are destroyed, we are slightly increasing the base rate at which they gain it to keep their overall Intel economy healthier. This applies to the Construction Yard, Satellite Uplink, and Data Core.
Construction Yard
Intel generation frequency increased to 1 Intel per 6 seconds (from 7 seconds)
Satellite Uplink
Intel generation frequency is increased to 1 Intel per 8 seconds (from 10 seconds)
Health increased to 2200 (from 1600)
Credit Cost decreased to 1600 (from 2000)
Data Core
Intel generation frequency increased to 1 Intel per 6 seconds (from 7 seconds)
Health increased to 3000 (from 2500)
Credit Cost decreased to 2000 (from 2500)
Skycrane Carrier
Considering the cost of the Stealth ability, we are adjusting its cooldown timer to make it feel less punitive.
Stealth ability cooldown decreased to 20 seconds (from 60 seconds)
Peacekeeper
The Peacekeeper’s performance against other air units was overly impacted by the recent correction to its damage model, so we are restoring some of its combat potential.
Anti-Air weapon damage increased to 120 (from 100)
Networked Anti-Air weapon damage increased to 150 (from 130)
Drone Command Unit (DCU)
The DCU has fully transitioned into a new role as a combat control support caster. The ability to prevent a small number of enemy vehicles from attacking should be welcome in GDF late-game army compositions, and help the GDF against the raw firepower of the Dynasty and Veti late game.
Weapon now applies Communication Jammer effect (Silence) to both air and ground vehicles
Main Weapon Attack Speed decreased to 4.5-second intervals (from 1.7)
Weapon attack AoE radius decreased to 150 (from 300)
Condor
Considering the cost of the Stealth ability, we are adjusting its cooldown timer to make it feel less punitive. We hope this enhances the flexibility of using Condors in stealth strikes, but we will continue to monitor this unit’s performance.
Stealth ability cooldown reduced to 20 seconds (from 50 seconds)
Tempest Dynasty (DYN)
[img src="{STEAM_CLAN_IMAGE}/42794230/270279035ffdcae1ecef8d415ad90fce16f6e06f.jpg"]
Excavator Platform
The Excavator Platform has remained the easiest superweapon to acquire and use. Increasing both its Cost and Power requirements aligns with the overall approach to Dynasty and should somewhat slow down the time it takes to come online.
Cost increased to 5500 (from 5000)
Power Cost increased to 400 (from 100)
Porcupine MLRS
The Superior Firepower update led to increased Porcupine usage, as we hoped. However, we feel that its increased movement speed made it too much of a ‘sure thing’ when used as a backline hit-and-run unit. We are slightly reducing its speed, so it requires more strategic decision-making when used.
Movement Speed decreased to 640 (from 700)
Salvage Van
The Salvage Van has become a dominant unit in the mid-to-late game, largely due to its Salvage Aura, the unit’s usage in ‘turret pushing’ strategies, and it being an integral part of the Dynasty economy. We are increasing its cost slightly as a way to smooth out the benefits of these powerful tools in the Dynasty’s arsenal.
Cost increased to 2000 (from 1800)
Salvage Center
Based on community feedback that the Salvage Aure damage-to-Credits conversion rate was over-tuned, we are adjusting this effect on the Salvage Center.
Salvage Aura effect decreased to 15% Damage converted to Credits (From 25% Damage)
Tempest Rig Harvester Wheel
We are slightly adjusting the speed of Harvester Wheels to improve the economic balance with the other Factions.
Movement Speed decreased to 710 (from 720)
Balance Updates
In our Superior Firepower update, we made many balance updates for both the GDF and Dynasty factions, while also introducing the Veti into the mix in the Veti Multiplayer Test.
Early data has shown that these balance changes have given the GDF faction the short end of the stick. With this hotfix, we are aiming to give them a boost in the early game against the other two factions.
Additionally, some Veti units and systems have been overperforming, making them somewhat too oppressive to play against. These changes should course-correct the GDF and Veti for the duration of the Multiplayer Test.
General
Neutral Structures are now displayed on the minimap for all factions when ‘Restricted Radar’ mode is enabled
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
Grenadier
Grenadiers are important for Garrison-breaking, but otherwise aren’t a go-to unit due to their shorter range. Increasing their projectile velocity makes their damage harder to dodge/mitigate and should make them feel more consistent.
Projectile Speed increased to 5200 (from 4500)
Sentinel
Given how potent Tier 1 units can be for the Veti and Dynasty, we are making slight adjustments to the Sentinel’s performance, particularly with its Scanner Rounds weapon, providing a bit more early game survivability and versatility for GDF anti-infantry and scouting.
Health increased to 260 (from 250)
Scanner Rounds Damage increased to 5 (from 4)
Scanner Rounds Attack Speed increased to 1.2-second intervals (from 1.5)
Combat Drone
Anti-air has been improved for all factions recently. Given the importance of ‘swarm tanking’ for the GDF, we’re taking a cautious step forward in improving the Combat Drone’s performance.
Health increased to 110 (from 100)
Drone Operator
A minor change to the Drone Operator’s damage output, independent of its Drone.
Damage increased to 20 (from 15)
Skycrane Carrier
Skycranes continue to have low win rates and are rarely chosen as early-game harassment tools due to their high cost. We are hoping to encourage more Skycrane play and make it easier to integrate into a broader combat strategy.
Cost decreased to 1700 (from 1800)
Drone Control Unit (DCU)
The DCU overhaul in the latest update was a big change, and we are continuing to monitor its performance. These tweaks should help make it more cost-effective in its new role.
Attack Range increased to 4000 (from 3800)
Spy Drones ability Activation Range increased to 3100 (from 2800)
Spy Drones ability Drone count increased to 4 (from 2)
Spy Drones ability Cooldown decreased to 70 (from 80)
Comms Officer
Comms Officer usage has dropped off after the latest improvements were made to other Specialists. Area Marking also returns additional Intel generation potential to the GDF.
Attack can now target Aerial units
Weapon now has a 200 AoE radius (from point damage)
Brigand Drone (Drone Mauler)
GDF Marking has changed in recent patches, and being able to Mark enemies gives the Drone Mauler a very interesting niche in the GDF lineup.
Marking Perk added to weapons
Now affected by Boosted Comms Doctrine
Hunter Tank
These changes to the Hunter Tank should improve the GDF's early-game mobility, harassment potential, and their ability to keep up with enemy vehicles like Subjugators and Havocs.
Movement Speed increased to 800 (from 750)
Main Weapon Attack Speed increased to 2.7-second intervals (from 2.8)
Drone Strike Station
An Intel cost of 100 was prohibitively expensive, and the vision boost was not as useful as intended.
Intel Cost decreased to 50 (from 100)
Vision Radius increased to 23,000 (from 18,000)
Tempest Dynasty (DYN)
[img src="{STEAM_CLAN_IMAGE}/42794230/270279035ffdcae1ecef8d415ad90fce16f6e06f.jpg"]
Excavator Platform
After seeing the Dynasty Superweapon in the community’s hands for a week, we felt like deep-striking an army into enemy bases every 10 seconds was a little excessive. Slowing this ability down gives enemy players more breathing room and time to prepare, and makes the use of the Drill Pod more strategic.
Deploy Drill Pod Cooldown increased to 40 seconds (from 10)
Veti (Multiplayer Test Branch)
[img src="{STEAM_CLAN_IMAGE}/42794230/a6b8182ffc2a68420024c4227c8e979d7ada328b.png"]
While players are still getting used to the Veti, we’ve made some quick adjustments to their Arcing Perk and the effectiveness of some early-game units to improve the overall gameplay experience during the Veti Multiplayer Test.
Arcing Perk
Players have reported that Arcing units feel like they are overperforming, and we are toning the Perk down substantially in order to make its damage fill more of a supporting role, rather than something that’s killing armies on its own.
Damage decreased to 20 Omni (from 50)
Range on all sources decreased to 1700 (from 2000)
Warden
We’re receiving feedback from players that Wardens feel oppressive to play against and are difficult to counter. We aim to increase the skill and tactical nature of using Wardens.
Movement Speed decreased to 550 (from 650)
Damage decreased to 70 (from 80)
Acolyte
The Acolyte’s main source of damage is intended to be its Tempest Affinity, which deals bonus damage to enemies with Tempest Charge. We are decreasing both its damage and fire rate to encourage the use of this synergy and create more opportunities for other Veti anti-tank units to shine.
Damage decreased to 40 (from 50)
Attack Speed decreased to 2-second intervals (from 1.5)
Sanctifier
Players in the late game have reported that Sanctifiers are unsatisfying due to how quickly enemy AA can bring them down. By increasing some of its resistances and health, we hope to make this Superweapon feel more “super” when used.
Rifle and Rocket Resistances increased to 50% (from 0)
Health increased to 8000 (from 7000)
Tempest Ward
This has become a go-to ability for players to use in combat. We hope that increasing its cooldown will cause usage of the Tempest Ward to be more tactical, as more battles will happen while it is on cooldown.
Cooldown increased to 180 seconds (from 120)
Luminary
Luminaries were intended to spawn Repair Servitors when subjected to Consecration. This has been corrected.
Now has Consecrated Repair Servitors Perk
Bug Fixes
Multiplayer/Skirmish
Fixed an issue where the Dynasty Excavator Platform model would disappear in the Fog of War if its owner sold it or it was destroyed
Fixed an issue where the Drone Strike Station’s ability could be used in any location, even without vision
Fixed an issue where some units would stay visible in the Fog of War after a fight
Fixed an issue where units in the Production Queue would be spawned on the map after the player lost a match
Fixed an issue where a Spectator could see buildings and units in the Fog of War while following another player’s camera
UI
Fixed an issue where the Multiplayer tab could be displayed behind the Player Profile when opened from Leaderboards
Fixed an issue where the word “Credits” was translated incorrectly in some languages
Veti Multiplayer Test Branch Fixes
Fixed an issue where the War Ender’s “Barrage” ability couldn’t be cancelled once activated
Fixed an issue where The War Ender couldn’t be rebuilt after being destroyed in Multiplayer
Fixed an issue where re-linking an Ascension Anchor to the Resurrection Gate or Corral caused Enlightened to be spawned immediately from it
Fixed an issue where the description of the “Consecrated Restocking” Perk didn’t correspond to its actual functionality
Fixed an issue where the Veti Sanctifier’s “Subjugation Aura” ability didn’t apply to enemy Infantry correctly when the Sanctifier was moving
Fixed an issue where the visual effect of Repair was displayed on full-HP buildings and Vehicle units when the Caretaker was in Facilitation mode with the “Caretaker Empowerment” Doctrine researched
Fixed an issue where the “Relocate” Support Power effect would sometimes be visible to other players in the Fog of War
Fixed an issue where Veti walls sometimes couldn’t be placed correctly in Multiplayer matches
Fixed an issue where the game could crash if the player tried to use the Vet’s “Relocate” Support Power while more than two buildings were selected
We’ve been ambushed, General!
Superweapons have been a highly requested and anticipated feature for Tempest Rising since long before launch, though we’d rank something else even higher…
Prepare to engage Veti hostiles!
Veti Multiplayer Test: Dec. 2-15
Starting NOW until December 15, owners of Tempest Rising can jump into a new public test branch and experience playing with the complete roster of the Veti Faction in Skirmish, Custom Games, and Quickplay matchmaking (Ranked is disabled in this test branch).
How To Access the Test
[img src="{STEAM_CLAN_IMAGE}/42794230/1bfea716a0ed2d7539fb1f4c7007f4ac5d68c592.png"][img src="{STEAM_CLAN_IMAGE}/42794230/ee4bae1205f312b972c2475790c907e276230b9a.png"][img src="{STEAM_CLAN_IMAGE}/42794230/5725d8dbb9c9fc166f3d3f3e8918a55428496e7e.png"][img src="{STEAM_CLAN_IMAGE}/42794230/7144b4d6ad35b0ae77cfbdcf2ff0041201265cd8.png"]If you own Tempest Rising, you will now have access to a Veti Multiplayer Test ‘Branch’.
After the latest update has been successfully installed, you can find and access the test by going to Properties > Betas > Beta Participation and then selecting the veti_mp_test branch from the dropdown menu.
Test Veti Content
9 Buildings
7 Vehicles
6 Infantry Units
5 Air Units
5 Defensive Structures
5 Specialists
1 Superweapon
Veti fundamentals
[img src="{STEAM_CLAN_IMAGE}/42794230/fe148ee37b9a42e749d94560d86a03eeea3c57ac.png"][img src="{STEAM_CLAN_IMAGE}/42794230/db78a0bdb6eecfef42ce54fdfce3c880f39303b8.png"][img src="{STEAM_CLAN_IMAGE}/42794230/8c39e6118744d028b75ed0bbad4ebd29c3e2065c.png"][img src="{STEAM_CLAN_IMAGE}/42794230/7e28fc6210beae4a7f55de1a1dfa28f74491fbea.png"][img src="{STEAM_CLAN_IMAGE}/42794230/6c3453191203f1ee58fcc7db0d9bcf02b89ac690.png"][img src="{STEAM_CLAN_IMAGE}/42794230/94e922814eb6604c4a36378127578a0b772b383a.png"]The Veti’s alien nature makes them a very different faction compared to the GDF and Dynasty. They have three core mechanics that distinguish them from human forces.
Subjugation and Sacrifice
By subjugating enemy infantry, the Veti claim dominance over the battlefield. On death, weakened enemies will gain new life as the Enlightened, a thrall of the Veti, which will serve their new masters with the power of holy Sacrifice. By their sacrifice, the Veti forces will become consecrated, unlocking new powers.
[img src="{STEAM_CLAN_IMAGE}/42794230/0b76393636ff2bf285b0e9edd267f34d58916bf9.png"]
Awakening and Expansion
The Veti have their own unique system for upgrading structures and expanding across the battlefield. Enter: The Caretaker.
[img src="{STEAM_CLAN_IMAGE}/42794230/641765eedf385d88e6a980f104bf7ab62555677d.png"]
A supporting flying unit with a diverse toolset; two of its main abilities are creating Build Radius beneath itself at will and the ability to construct Ascension Anchors. By consuming your Enlightened (converted enemy infantry), the Ascension Anchor allows you to further upgrade and buff nearby linked structures.
[img src="{STEAM_CLAN_IMAGE}/42794230/b120d3799e6da1acaf9ac9e1dda5868542cf61cc.png"]
As the Veti Commander, you’ll often be faced with a dilemma: Sacrifice your Enlightened in the heat of combat for impactful buffs, or have them retreat to your base to upgrade your Ascension Anchors? The choice is yours.
Tempest Symbiosis
Unlike the GDF or Dynasty Factions, the Veti do not brutally uproot the Tempest bud and leave a dead field in their wake. Their Refinement Altars cultivate the field, harvesting credits while never consuming any of the Tempest completely.
[img src="{STEAM_CLAN_IMAGE}/42794230/03c3a73a76b9ff98f7ec4e7bbe84d48bc2a8b0e8.png"]
Veti Superweapon - Sanctifier Portal
When subjugation is insufficient, when the enemy’s corruption is too deep to be merely repurposed, the Veti enact their terminal doctrine: total purification.
The instrument of this final judgment is the Sanctifier Portal. It is not a weapon of conquest, but of erasure—a declaration that the ground upon which the unworthy stand is so tainted it must be scoured back to its base elements.
[img src="{STEAM_CLAN_IMAGE}/42794230/1abfd6f2fc76c935afd545369c821adb4d3a2964.jpg"]
[img src="{STEAM_CLAN_IMAGE}/42794230/637e436fa90430c083b6e3deff16d7498b18e476.gif"]
Weapon Ability: Deploy Sanctifier
The Sanctifier Portal’s primary function is to deploy the ‘Sanctifier’ – an unstable avatar of pure energy that immolates all ground-based life and matter around it before consuming itself.
The Sanctifier deals passive AoE damage in a radius beneath it, and has the perk ‘Subjugation Aura’ – applying the Subjugation effect to enemy Infantry within range, rendering them unable to gain positive status effects. Any Infantry units that die while under this effect will turn into Enlightened.
[img src="{STEAM_CLAN_IMAGE}/42794230/fe1bb8af3c61facce5dab229c6d3b6216be76f00.gif"]
Unit Ability: Consume
The Sanctifier unit has an additional ability – ‘Consume’. When activated, the Sanctifier consumes ground units (friendly or enemy) in the target area, killing them instantly.
The Sanctifier then gains 30% of the consumed units’ health by transmuting their base material into the raw energy needed to mend its own unravelling form.
Share Your Feedback
This Faction has been a long time coming, and we’re thrilled to finally get them in your hands! Please continue to share your thoughts and feedback, as you have since launch, on the Tempest Rising Subreddit, Steam Forums, and in our Official Discord Server.
Your feedback has directly made Tempest Rising a better game, and we’re very eager to hear your opinions about how the Veti Faction feels to play in Multiplayer.
Now, let’s dive into all the other new content and improvements coming to the main game in today’s Superior Firepower Update.
New Features
Superweapons
Introducing the GDF Drone Strike Station and the Dynasty Excavator Platform.
Available at the end of that faction’s tech tree, these Superweapons exist as late-game utility as well as base and army-breakers. Doing more damage than anything else in the game, Superweapons will change players’ approach to the late game and represent the pinnacle of each faction’s combat philosophy.
For a deeper dive into both the GDF and Dynasty Superweapons, check out our recent breakdown post: [dynamiclink href="https://store.steampowered.com/news/app/1486920/view/610928706380104809"]
Drone Strike Station
[img src="{STEAM_CLAN_IMAGE}/42794230/966ccf9ae3c89616a72e376baa26f26e792579fd.png"]
Once built, the GDF player gains a significantly enhanced vision radius, providing them with unparalleled map awareness around the Drone Strike Station’s location.
When fired, the Drone Strike Station drops 9 Drone Pod Turrets onto the battlefield. Each Drone Pod Turret lands with a tremendous impact, dealing initial strike damage. Then, the turrets unpack, persisting on the map for a minute, silencing attack targets. Each Drone Pod Turret is also host to several respawning Combat Drones.
Excavator Platform
[img src="{STEAM_CLAN_IMAGE}/42794230/1c2a5087b00e6bc3317ddeb4afcef55cd24451ff.png"]
The Excavator Platform enables players to send Drone Strike Teams on a short cooldown anywhere they have vision for deep-strike attacks all around the map.
When fired, the Excavator Platform creates an earthquake, sending multiple pulses of damage to enemy ground targets. Then, it can deploy additional units at the epicentre of the explosion, allowing for continued assault on anything left alive.
Skirmish & Custom Match Settings
[img src="{STEAM_CLAN_IMAGE}/42794230/6a09f0b9c8a95eb54118c4f8f792060257fb8b63.png"]
We’ve also added a new setting for Skirmish and Custom Matches, allowing players to change between the default Max 1 Superweapon per player (Enabled), disabling them from being built, or allowing players to build unlimited Superweapons in a match.
Global Production Queue
[img src="{STEAM_CLAN_IMAGE}/42794230/1872aa708f47a60cbd67d5774e8d937849a48407.png"]
The Global Production Queue allows players to see all active production in one window - without having to spend precious time digging through the build menu to uncover what’s being produced.
Players are now able to see all queued units and structures in a single interface, and cancel, pause, or duplicate items out of the queue as desired.
If you find your economy stalling, you can also clear the entire queue with the X button at the bottom of the global production queue. Could be handy in a pinch!
For Dynasty players, the global production queue also replaces and enhances their existing “placement grid” functionality for building placement, which is bound to “N” by default.
Codex
[img src="{STEAM_CLAN_IMAGE}/42794230/4f0be5c06c552c32fa33b55262a2543255e7dd7f.jpg"][img src="{STEAM_CLAN_IMAGE}/42794230/ca36ec775b2633d5918cc5d67aa085508ebe2e88.jpg"][img src="{STEAM_CLAN_IMAGE}/42794230/785ff35f56f65159a6ec99759c4364473cd4866d.jpg"][img src="{STEAM_CLAN_IMAGE}/42794230/4846343fcd00e8c48b8fc59c5fd4b26a0e1aa5a4.jpg"]The Codex is an in-game encyclopedia that features a full overview of the GDF and Dynasty Factions, including information on all units, structures, Support Powers, passives, status effects, and more.
This feature gives you an opportunity to read up on Tempest Rising mechanics outside of the stress of a combat situation. It provides easy access to a wealth of information that, until now, has been primarily available through tooltips and unit descriptions.
To give an example: sub-pages for individual units give you a structured overview of the units' stats – including weapons, resistances, perks, abilities, and veterancy bonuses.
Additionally, you will be able to toggle between “Campaign” and “Multiplayer” to see the unique balance changes between the two game modes.
Logitech RGB Device Support
All factions will now support Logitech RGB lightning:
Each Faction will now have a unique color when starting up any game mode (Campaign, Multiplayer or Skirmish)
The spacebar key will now flash when units are under attack
All keys on the keyboard will flash when a Superweapon is ready or fired
All keys can dim or turn off depending on your Power status in-game
When a Dynasty structure is ready to deploy, the ‘deploy’ hotkey will start flashing
Note: Logitech RGB will not work if "Windows Dynamic Light" is enabled on Windows 11 systems.
Doctrine Research Visual Improvements
We have implemented several quality-of-life updates to the visuals on the Doctrines research tab in Skirmish and Multiplayer matches, aiming to improve overall clarity and intuitiveness of the Doctrine system.
Swapped colors for ‘available’ and ‘researched’ Doctrines
GDF
Green Doctrines are available
Blue Doctrines are researched
DYN
Yellow Doctrines are available
Red Doctrines are researched
Improved visibility/contrast of the research timer on Doctrines
Added small icons to Doctrines to indicate their current status
Icon for queued/actively being researched Doctrines
Icon for ‘paused’ researched on Doctrine
[img src="{STEAM_CLAN_IMAGE}/42794230/33b4dca540a5c661b82759b9babfba16526936bb.png"][img src="{STEAM_CLAN_IMAGE}/42794230/1c54f626b22528861684b699a089a783d0c8e5fd.png"]
Balance Updates
We continue to monitor under-performing units and strategies, and are increasing the variety of options available to all players.
General
Deploy abilities are no longer blocked by Silence effects
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
For GDF, we are still focusing on utility and expanding tactical diversity. We aim to expand their aggression options in the early stages of the game, making units like Skycranes and Quellers more viable harassment options once again.
In the later stages of the game, we are tuning some of their go-to units and strategies down slightly while improving less-used units, such as the Condor and Hijacker.
We are looking for ways for other players to interact with and disrupt the GDF Intel economy, particularly later in the game. To this end, we are introducing the Intel Storage Perk to select units, which removes some stored Intel from the GDF player if units with this perk die.
GDF Building Sites
Making GDF building sites auto-attacked by enemy units allows the GDF player to utilize building sites more effectively to distract enemy armies; while this is potentially costly, it provides GDF players with more tactical options to leverage their existing systems.
Building Sites are now auto-attackable by enemy units
Field Scout
Field Scouts are currently underperforming compared to other T1 Infantry units in the very early game, but we aim to make them a more skill-based unit. We are focused on improving their Marking Mine ability rather than increasing raw stats.
Marking Mines Range increased to 1900 (from 1800)
Marking Mines Cooldown decreased to 35 seconds (from 45 seconds)
Engineer Guard Tower
We aim to provide the GDF with more options in the early stages of gameplay. This Health increase should help Guard Towers be better obstacles and shot blockers for GDF forces to use against incoming enemy units.
Health increased to 1300 (from 1000)
Harvester
We are tweaking the Harvester slightly to increase its impact on Comms, thereby enhancing the depth of GDF harvesting. This should result in better outcomes when harvesting near Comms sources.
Harvest Speed decreased to 100/sec (from 110/sec)
Acceleration increased to 425 (from 410)
Movement Speed increased to 525 (from 500)
Comms Rig
Comms Rigs are a versatile unit and are relatively critical to GDF armies. With this new Intel Storage Perk, protecting them from the enemy becomes more important, and we hope this makes the decision to use them somewhat more interesting. This also frees up some Comms Rig “power budget” for future changes.
New Perk: Intel Storage. When killed, the Comms Rig will remove 5 stored Intel from the player who owns it. Intel cannot be reduced below 0.
Queller
Bringing the Queller up to its original Campaign lethality will make it much more effective at picking off vulnerable enemy vehicles, as well as a better harvester harassment tool.
Damage increased to 150 (from 130)
Satellite Uplink
Already a valuable target due to it being a dense source of tech unlocks for the GDF, Satellite Uplinks can now be killed to remove some Intel from GDF players
New Perk: Intel Storage. When killed, the Satellite Uplink will remove 20 stored Intel from the player who owns it. Intel cannot be reduced below 0.
Laser Turret
We aim to make turtling strategies more challenging to set up effectively for GDF players. However, with many air-based sources of damage improving, we are making the Laser Turret specifically more powerful to help protect GDF bases and harvesters from air harassment.
Health increased to 900 (from 800)
Attack Speed increased to 1.15-second intervals (from 1.3)
Peacekeeper
Peacekeepers have proven to be somewhat too effective against DYN Dragonflies due to a bug which inverted their Networked and base AA missile damage. This has been corrected. However, their overall win rates are below where they should be, so we are improving their anti-ground Riot weapon slightly to compensate.
Anti-air Damage decreased to 100 (from 130)
Networked Anti-Air Damage decreased to 140 (from 160)
Riot Weapon Range increased to 1900 (from 1800)
Fixed an issue which inverted basic and Networked damage
Data Core
As with other Intel Storage changes, this will help limit GDF players’ ability to rely on late-game Intel scaling if they are being harassed.
New Perk: Intel Storage. When killed, the Data Core will remove 30 stored Intel from the player who owns it. Intel cannot be reduced below 0.
Hijacker
Hijackers are getting increased range and damage to make them more effective and easier to use. Their Hijack ability cost is being decreased so that it can be used more consistently.
Attack Range increased to 3300 (from 2500)
Damage per shot increased to 180 (from 120)
Hijack ability cost decreased to 30 Intel (from 40)
Condor
Condor usage rates have remained low, so we are making some improvements. In addition to increasing its damage, we are adjusting its acceleration and turret rotation speed to reduce instances of not firing on time. Making Stealth cost less Intel should make it a more attractive option.
Ammo increased to 3 (from 2)
Acceleration increased to 1600 (from 1500)
Turret rotation increased
Stealth Cost decreased to 10 Intel (from 20)
DCU
The DCU has been a terror of the GDF late game for some time now, and we feel that it needed a bit of a rethink in order to properly place it as a late-game utility unit rather than a massable versatile combat powerhouse.
We are removing Marking from its weapon. Instead, it gains the ability to summon 2 Spy Drones at the cost of some Intel. This allows for the Marking of enemy units, but the Marking can be limited or removed with proper anti-aircraft weaponry.
The DCU is trading power for flexibility: With new Spy Drones, it can help scout the map. It will also need to be better-protected, now that it also has Intel Storage Perk.
New Perk: Intel Storage: When killed, the DCU will remove 15 stored Intel from the player who owns it. Intel cannot be reduced below 0.
New Ability: Summon Spy Drones - 10 Intel, 80-second cooldown. Can be summoned up to 2800 range from DCU.
Marking removed from the weapon.
Attack Range increased to 3800 (from 3100).
Doctrines can no longer increase this range
Comms Radius decreased to 2500 (from 3000)
Health decreased to 680 (from 770)
Drone Respawn Time decreased to 15 seconds (from 19)
Drone Mauler
We are increasing the Drone Mauler’s performance relative to its Intel cost. Also, we are experimenting with giving Brigand Drones Marking to help it find a more interesting niche in the GDF lineup.
Networked Damage increased to 120 (from 110)
Networked Range increased to 2500 (from 2200)
Trebuchet
Trebuchets are a late-tier GDF staple and have been helping enable GDF camping. Some slight tweaks should retain their power, but tone down their ability to stall out games
Cost increased to 2500 (from 2400)
Build time increased to 35 seconds (from 33)
Attack Area-of-Effect size decreased to 600 (from 700)
Tempest Artillery Turret
Like the Trebuchet, Tempest Artillery turrets are used for hard-to-block turtling strategies that we want to make a bit harder to set up.
Cost increased to 2600 Credits (from 2400)
Build time increased to 40 seconds (from 35)
Attack Area-of-Effect size decreased to 600 (from 700)
Haywire Turret
These turrets are still underutilized, and we hope that this cost decrease encourages more players to try them out.
Cost decreased to 20 Intel (from 30 Intel)
Communications Jammer
Due to how quickly Communications Jammer hits, we are tweaking its duration slightly to make it feel fairer in high-level play.
Effect Duration decreased to 10 seconds (from 12 seconds)
Tempest Dynasty (DYN)
[img src="{STEAM_CLAN_IMAGE}/42794230/270279035ffdcae1ecef8d415ad90fce16f6e06f.jpg"]
The Dynasty have mostly remained strong in the early and midgame, falling off in the later game as GDF players unlock more ways to shut down their abilities and strategies, decreasing potential income for Dynasty players.
We are implementing two key changes to buff the Dynasty. First, we are revising the Salvage Aura, causing allied units within the effect to generate Credits based on the damage they deal to vehicles, aircraft, and buildings.
Secondly, we are exempting Tempest Dynamos from being silenced, forcing other factions to find other ways to deal with units under the effects of this ability.
Tempest Dynamos
Tempest Dynamos is a core faction system available to various Dynasty units; however, GDF players regularly have options to suppress its effect. With this change, Dynamos can no longer be silenced, which we hope encourages more players to utilize units that enable this ability, as well as supporting systems like Field Infirmary and Salvage Vans.
No longer able to be silenced.
Ignitor
Ignitors have fairly low usage rates (aside from being spawned when Pillagers die). This improvement benefits both the Ignitor and the Pillager, as we continue to improve outcomes for shorter-ranged units.
Health increased to 280 (from 270)
Napalm Grenade Attack Range increased to 1900 (from 1800)
Dynasty Guard
After several rounds of improvements, players and data indicate that the Guard is now overperforming. We are reverting our last change to address this.
Attack Speed decreased to .8-second intervals (from 0.7 seconds)
Flame Turret
Similar to how Tempest Artillery Turrets are too effective at letting GDF turtle in the late game, Flame Turrets have remained a solid counter to many potential rush strategies. These changes are designed to make Dynasty players have to work harder to defend in the early game.
Health decreased to 880 (from 950)
Attack Range decreased to 3000 (from 3200)
Attack Speed decreased to 1.5-second intervals (from 1.3)
Tempest Rig Harvester Wheel
This is a very minor change designed to chip away at the Dynasty’s economic dominance in the early and mid-game, slightly reducing their income rate.
Movement Speed decreased to 720 (from 730)
Matchstick
Matchsticks have a very high win rate and are incredibly lethal. These changes give opponents more time to react and save their Infantry and Structures from being destroyed.
Attack Area-of-Effect size decreased to 300 (from 350)
Attack Speed decreased to 1.55-second intervals (from 1.3)
Porcupine
Porcupines are a powerful unit but are intentionally difficult to use effectively. These changes are designed to make mistakes while using Porcupines less punishing overall, making it easier to keep them alive for multiple volleys.
Ammo Restock Time decreased to 12 seconds (from 15 seconds)
Movement Speed increased to 700 (from 500)
SAM Site
SAM Sites are powerful turrets; however, we believe players struggle to fully utilize them due to their fragility.
Health increased to 950 (from 870)
Attack Speed increased to 2.8-second intervals (from 3.3 seconds)
Attack Area-of-Effect size increased to 260 (from 200)
Salvage Center
The Salvage Center is already a valuable part of the Dynasty’s lineup, but we are looking to improve several issues Dynasty players have been experiencing, bundling them together in this structure.
Tempest Charge attacks will help increase the value of Voltaic Reaction. The ability to attack Aerial units makes it a better counter to the newly buffed GDF Condor and Queller. A rework on Salvage Aura will help improve economic sustainability.
Attack now generates Tempest Charge
Attack can now target Aerial units
Redesigned Salvage Aura for Skirmish and Multiplayer. It now provides Allies with a buff that returns 25% of their damage dealt against vehicles, air units, or buildings as Credits. Salvage Aura can be Silenced
Assault Gunner
Assault Gunner success rates have remained lower than expected, due to many other Tier 3 units being able to kill them very effectively. Along with the change to Tempest Dynamos, we’re giving them a little health bump.
Health increased to 290 (from 270)
Voltaic Tank
Voltaic Tanks have been one of the easiest ways to win a ground fight when massed. These changes are designed to make them more easily countered by conventional attacks and less likely to wipe out ground armies when simply attack-moving.
Health decreased to 720 (from 800)
Attack Area-of-Effect size decreased to 450 (from 600)
Commando
A Commando is, effectively, a walking Support Power; with these changes, we’re aiming to make the investment in this unit more worthwhile.
Airstrike Damage increased to 3500 (from 2000)
Attack Speed increased to 2.3-second intervals (from 2.7 seconds)
Radar Station
We are aiming to make high-level tech a slightly quicker and more cost-effective investment for Dynasty players.
Jammer Upgrade research time decreased to 80 seconds (from 90 seconds)
Cost reduced to 1500 Credits (from 2000 Credits)
Bug Fixes
General Gameplay
Fixed an issue where the limit of simultaneously constructed buildings for the GDF faction was applied to Dynasty Construction yards
Fixed an issue where a Rally Point couldn’t be placed on a Neutral building if it was not captured by the player
Fixed an issue where a Rally Point placed on a building in the Fog of War would be reset if the building was captured
Fixed an issue where Specialists and Commando-type units wouldn’t appear after being produced if the player exceeded the Population cap of regular units
Fixed an issue where the Matchstick’s animation would end abruptly when it stopped moving
Fixed an issue where units would stop moving towards a Garrison-type building if it was fully occupied
Fixed an issue where it was impossible to deploy “Spy Drones” and “Riot Drop” Support Powers on ramps and Tempest Fields
Fixed an issue where deployable abilities could be spawned inside each other if used close to environment objects or buildings
Connection/Reconnection
Fixed an issue where Neutral structures sometimes were not displayed at the start of the match in Ranked/Quickplay if the player had an unstable connection
Fixed an issue where units would move with a delay after the connection was restored from packet loss
Fixed an issue where the match would end after any player/bot was destroyed in a custom game that included bots
Fixed an issue where the actual reconnection time took longer than allowed in Ranked/Quickplay matches, resulting in the inability to reconnect to the match
Fixed an issue where a bot would not replace a player (AI takeover reconnection behavior) if they disconnected during the map loading phase
Fixed an issue where players wouldn’t connect to a 6-player match correctly if they were unable to connect to the match within 30 seconds
Fixed an issue where chat history was deleted for a reconnected player
Multiplayer Maps
Fixed an issue where units sometimes would not choose the shortest path to some bunkers on the Bridges Out map
Fixed an issue where the player couldn’t use the “Unload” ability of several units on repaired bridges on the Emergence Map
Fixed an issue where uncaptured Neutral buildings would have a blue color on the mini-map on some maps
Campaign
Fixed an issue where units could fall under the terrain in a specific location in GDF Mission 1
Fixed an issue where some units could get stuck near the Tempest Rig in GDF Mission 2
Fixed an issue where units loaded in the Riot Vans during the opening cutscene were counted as ‘Killed’ afterwards on the Score screen in GDF Mission 2
Fixed an issue where players had the ability to dismantle the captured Con Yard in GDF Mission 3
Fixed an issue where one “Trebuchet” would leave the map after loading the first autosave in GDF Mission 5
Fixed an issue where mines wouldn’t be visible if placed on bridges in GDF Campaign Mission 5
Fixed an issue where Quellers received as reinforcements weren’t controllable immediately in GDF Campaign Mission 6
Fixed an issue where units located inside vehicles or spawned from Manpower Doctrine were not destroyed after the final explosion in Dynasty Campaign Mission 8
UI
Fixed an issue where the Voltaic Tank had “Harvester” unit type in the Armor tab
Fixed an issue where a bot would be displayed in a Custom match without bots in the list of players for Spectators
Fixed an issue where the nametag of a selected unit could be displayed in Campaign cutscenes
Fixed an issue where the Private Chat tab could disappear after receiving a message while in a Lobby
Fixed an issue where clicking on a bot icon while on the score screen would open the player’s profile
Fixed an issue where opening any player profile while in a Lobby would close the current Lobby
Fixed an issue where a player’s color turned white if they left the match early
Fixed an issue where the camera button of a defeated/surrendered player would be displayed for Spectators
Fixed an issue where tooltips for “Game Speed” and “Active Pause” buttons would not appear
Fixed an issue where aircraft called from Support Powers wouldn’t be displayed on the minimap
Fixed an issue where the next mission objective wouldn’t be displayed if a player hid the previous objective before completing it in Campaign
Fixed an issue where “Highest Difficulty Cleared” would always display the difficulty selected upon campaign profile creation, instead of the actual highest difficulty cleared
Fixed an issue where buffs weren’t calculated correctly in the armor tab if the buff applied was additive
Fixed an issue where the invite sender didn’t receive a pop-up message if their invitation had been accepted/declined
Fixed an issue where players might see their own Steam Avatar for all other players in the Lobby preview
Visuals
Fixed an issue where the Machinist’s attack with the Tempest Arc weapon had a doubled visual effect while in the Garrison
Fixed an issue where air units' damage visual effects could be displayed on the ground instead of the actual target
Crashes
Various server and game crash fixes
Join the Tempest Rising Discord
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
[img src="{STEAM_CLAN_IMAGE}/42794230/78525843e13108578244e866962266b30da187d2.png"]
New Features
Additional reconnection options for Custom Games
We’re introducing additional options for reconnection behavior in Custom Games. Players can now customize the disconnect/reconnect behavior of Custom matches after a player loses connection with these ‘Post-disconnect Behavior’ options:
Pause and Continue (Default)
When a player loses connection, the game will pause for all players until the player reconnects. If the reconnect timer expires, the match will resume if there are at least two players from opposing teams still remaining. Otherwise, the match will end, and the remaining players will receive a Win.
No Control
When a player loses connection, the game will not be paused, and their units/structures will be ‘uncontrolled’ until the player’s connection is restored.
Immediate Defeat
When a player loses connection, the game will not be paused, and their units/structures will be destroyed. If the player's connection is restored, they will move to a Spectator slot.
AI Takeover
When a player loses connection, the game will not be paused, and they will be substituted with an AI bot until the player's connection is restored. If the player does not reconnect, the AI bot will remain for the remainder of the match.
[img src="{STEAM_CLAN_IMAGE}/42794230/2d5995c982a935dd8061b62f36dc6be2a7e00243.jpg"]
Bug Fixes
General Gameplay
Fixed an issue where GDF harvesters could sometimes not unload in the Refinery and would remain in queue indefinitely.
Fixed an issue where faster units in a group would form a slow-moving line instead of reaching and grouping with slower units when a player used the Synchronized movement / ‘ALT+Move’ command.
Multiplayer/Skirmish
Fixed an issue where the cost of an unused activated ability was not returned to the player if the unit with that ability was destroyed.
Fixed an issue where a player could join a Custom Lobby that the host has already left.
Fixed an issue where deploying a Tempest Rig caused a momentary increase in a player’s unit Population count.
UI
Fixed an issue where the "Toggle Build and Doctrine tabs" keybind would sometimes not change the opened tab in the build grid in Multiplayer modes.
Tools ready. Checking designs. . . 🔧
Welcome back, Commander! Our latest update introduces new community-requested customization features to Tempest Rising, along with new maps, balance adjustments, and bug/crash fixes.
Notably, this update adds AI behavior options, a new Casual Difficulty mode, and new Custom Match settings options that will give you more freedom to experience Tempest Rising your way!
We've also implemented a variety of quality-of-life improvements to enhance your overall gameplay experience, including new visual and gameplay settings options to streamline the experience and improve the way it feels to play.
Now, let's dive right in!
New Features
Additional Custom/Skirmish Settings
In the previous patch, we added a Game Speed modifier for single player. In this patch, we’re introducing Game Speed options for Custom games as well. The chosen game speed will persist throughout the match and is configurable in the lobby with the same values as in single player.
Along with that, we’ve added some other options that provide more control over your experience with Custom Games:
Infinite Credits/Intel
Infinite Power
Doctrines
Starting Unit Veterancy
[img src="{STEAM_CLAN_IMAGE}/42794230/35235d177111644ee2ed6e722e22633002507173.png"]
Skirmish AI behavior
We’re continuing our tweaks and improvements for Skirmish AI and introducing these two customization options for AI bot behavior:
Added 3 New Behavior Options for the Skirmish AI
Default (Balanced)
Defensive (AI will be more focused on defending their territory rather than attacking the player)
Aggressive (AI will be more focused on attacking the player rather than defending their territory)
[img src="{STEAM_CLAN_IMAGE}/42794230/2406293d4b8292175f9e4e710ac4eeec2b2b4723.png"]
Added New Casual Difficulty for Skirmish AI
[img src="{STEAM_CLAN_IMAGE}/42794230/8c367e16b28526f4065620281b2ca277c515ed53.png"]
Additional Custom/Skirmish maps
We’re introducing reconstructed maps from the Campaign missions to Custom and Skirmish:
Plane Crash (2 player map based on 2nd GDF mission)
Emergence (4 player map based on 9th GDF mission)
Reclamation (4 player map based on 3rd DYN mission)
Since the Campaign missions have their own unique flows, these maps are intended for players looking for a more varied Custom/Skirmish game experience.
[img src="{STEAM_CLAN_IMAGE}/42794230/1a06d2a550a984e4070a904d0a65b67f00dd081b.jpg"][img src="{STEAM_CLAN_IMAGE}/42794230/59b5c9ef8b06e22e8a51941640653aa3b816d733.jpg"][img src="{STEAM_CLAN_IMAGE}/42794230/909117cf773136f1d77ba77f90d8b2bf04f7cd6a.jpg"]DYN Tempest Rig Improvements
Added ‘Redeploy Refinery’ command
Tempest Rigs can now automatically pack up, move, and deploy at new locations when issuing this command. This can be issued without the hassle of waiting for Harvester Wheels to return first
Limited the maximum harvesting range for Harvester Wheels to 7000
This avoids situations where Harvester Wheels would venture further than intended from the Tempest Rig Refinery
[img src="{STEAM_CLAN_IMAGE}/42794230/216f222b082005dfe5298bf53eaa259aa880fedb.png"]
High Visual Differentiation Mode
Introducing a new optional accessibility feature that allows for better visual clarity between different unit types and an enhanced visual display of currently selected and active units.
These settings are configurable under the new ‘Accessibility’ tab in the Settings. Additionally, certain settings can be set specifically for Players or Spectators.
[img src="{STEAM_CLAN_IMAGE}/42794230/773329aa6991a257717d5933149e21436e3be781.png"]
Added Unit Name tags
[img src="{STEAM_CLAN_IMAGE}/42794230/b0d8288457b8d9b9c86577b70b02817454ef80ad.png"]
Added Unit 'Shimmer' Options
Selection Shimmer
All units pulse
All units static
Primary unit pulse
Unit Shimmer Intensity
Unit Shimmer Pulse Frequency
[img src="{STEAM_CLAN_IMAGE}/42794230/779b8b09ee77586af8123b2479f8b04de85fa08a.gif"]
Additional Quality of Life Updates
Added Unit Response Rate slider (Settings -> Audio)
Allow players to configure how often their units' voice lines should be played when responding to orders
[p align="center"][img src="{STEAM_CLAN_IMAGE}/42794230/9b471466aa6dbc8f7715ed95d3bc315876139c25.png"]
Added default functionality to force the game client open when a match is found (Windows only)
This is to help prevent players from missing the start of a match if the game was minimized during matchmaking search.
Improved unit-selection UI by grouping units by type, rather than individual units
This will make it easier for players to better understand the number and types of units they currently have selected.
[img src="{STEAM_CLAN_IMAGE}/42794230/b51feace64d09ab8a2a175cb0289390aabd356d4.png"]
Added the ability to select all units of the same type (Shift+S shortcut by default)
This will enable players to more effectively manage their selection. Now, when one or more units of a needed type are selected, using this shortcut will select all units of the same type on the map.
Added Selection Mode options to allow players to change how the “Select All” command operates. There are three available options:
All units
Combat and Support units
Combat units only
Change to Ranked Multiplayer
It is now impossible to play Ranked mode on accounts that gained access to the game through Family Share. This is to help resolve issues with smurf accounts in Ranked.
Balance Updates
Global Defense Force (GDF)
[img src="{STEAM_CLAN_IMAGE}/42794230/21f711123c7bc6e8978bdd6bdf584daf381954c6.jpg"]
The GDF have had a bit of an uphill battle since our last balance patch. With more limited early-game harassment options and the Dynasty’s mid- and late-game boosted, GDF win rates have dropped; players have struggled to maintain aggressive momentum or mount effective early attacks.
These changes aim to strengthen the GDF’s early game with targeted economic boosts that should assist them in answering Dynasty rushes and timing attacks, while returning some of the expansion and harassment tools they had in previous patches.
General
Previously, during the Tempest Rising Closed Beta, we saw many GDF players spamming building sites during combat in order to disrupt enemy forces and soak damage from enemies.
We put the hammer down hard on this, enforcing a maximum limit to the number of build sites a GDF player can have active at once, and increasing the placement cost of turrets to $200 credits, and the practice has mostly disappeared from competitive play.
In an effort to revive the use of building sites as tactical aids, we are reducing the placement cost of all turrets and normalizing GDF build management.
Additionally, we believe that Mines generating Intel disincentivizes Mine-based play from both factions, so we are blocking Mines from being Marked.
Mines can no longer be Marked with a “Marked” effect
Turret placement cost decreased to 100 (from 200)
Support Powers
We believe that GDF Support Beacon usage is overly penalized by the current Intel cost of 30, especially after recent nerfs to Intel generation. Reducing the usage cost of the Beacon should give GDF players better options for expanding, harassment, and combat.
To offset this, we are somewhat reducing the Comms and Marking radius of the Beacon, making its positioning more important and reducing the number of enemy units it can affect at once, since Marking can provide a number of other effects via Doctrines.
Support Beacon
Intel cost decreased to 20 (from 30)
Comms and Marking radius decreased by 30%
Doctrines
As a first pass on improving Doctrines, we are making some changes to the GDF’s Mobility Doctrine tree: specifically, the last 3 Doctrines. We are hoping to see this open up new ways for GDF players to engage the enemy and succeed in combat.
Triangulation
All infantry now drop Marking Mines when they die
Marking Mine damage doubled
Building placement cost decreased by 50%
Aircraft Ascendence
Aircraft reloads 50% faster (from 20%)
Aircraft gain 100% ammo capacity (from 50%)
Logistic Networks
Support Power Cooldown and Cost reduction is now 33% (from 25%)
Refinery
We’re aiming to improve GDF early-game performance without tipping the balance of things too far. A small reduction in build time is one measure we’re pursuing to slightly improve GDF early performance against the Dynasty.
Additionally, we are experimenting with an Intel-only upgrade for the Storage Pod.
Build time decreased to 37 seconds (from 38 seconds)
Storage Pod Upgrade now costs 0 Credits | 30 intel (from 800 Credits | 20 intel)
Harvester
The largest change we are making to the GDF economy is a 10% increase in harvest speed for GDF Harvesters. Additionally, we are increasing their acceleration, which will have the added benefit of enhancing the effectiveness of boosting them with Comms - they will spend more time moving at a higher speed, making Comms a more significant part of GDF harvesting.
Harvest rate increased to 110 (from 100)
Acceleration increased to 410 (from 300)
Guard Tower
Due to its Intel cost and limited range, we are removing the tech requirement on the Temporary Infirmary ability, giving the GDF early access to area healing.
“Temporary Infirmary” ability now doesn’t require Satellite Uplink Riot Pod Upgrade
Field Scout
As a part of a broader attempt to increase the GDF’s possibility space in the early game, we are increasing the damage of Marking Mines to improve their role in helping GDF players defend and get early warning of enemies approaching their bases and territory.
Marking Mine damage increased to 30 (from 20)
Marking Mine cooldown increased to 45 seconds (from 35)
Grenadier
Grenadiers are a tricky unit to use due to their low range. A slight health increase makes them a better damage soak for backline GDF infantry and makes them more consistently able to engage with garrisoned enemies.
Health increased to 260 (from 250)
Shieldmaiden
Due to recent reductions in GDF Intel gathering and boosts to Air units, we are again reducing the cost of the Shieldmaiden to 20 Intel.
Cost decreased to 20 Intel (from 25)
Air Control Tower
We believe a slight cost reduction in the Air Control Tower will provide more ready access to mobile scouting and harassment tools.
Cost decreased to 1600 (from 1800)
Peacekeeper
Peacekeepers continue to struggle against Dynasty Air units and GDF Drones. These changes give the Peacekeeper much greater stopping power, as intended.
AoE Attack Radius increased to 200 (from 150)
Fixed a bug with Networked EYRIE Missiles, which caused them to deal less (not more) damage. Now deal 160 damage as intended
Skycrane Carrier
Due to previous Skycrane changes, its usage and win-rates remain low. We aim to make Engineer and Drone Operator harassment more viable again while maintaining the proper risk-reward ratio for this strategy.
Cost decreased to 1900 (from 2100)
Movement Speed increased to 900 (from 800)
Queller
We are considering additional changes to the Queller, but with the numerous other air and anti-air changes, we are waiting to see how things shake out. We are making a minor adjustment to its build time in this patch.
Build time decreased to 22 seconds (from 24)
Comms Rig
Comms Rigs are sometimes overshadowed by other sources of the Comms buff. This slight area increase stacks with Doctrines, giving a fully-upgraded Comms Rig nearly artillery-ranged Comms projection.
Comms Radius increased to 3500 (from 3000)
Drone Control Unit (DCU)
Given the plethora of anti-air boosts we are providing to players in this patch, we are tweaking the cost of the DCU down slightly.
Intel cost decreased to 60 (from 70)
Riot Medic
After the Riot Medic’s nerf several patches ago, its win and usage rates dropped considerably. We are giving it some damage back and increasing its healing power to restore its place in the GDF Specialist roster.
Healing from “Healing Turret” ability increased to 25 (from 20)
Healing from “Healing” perk increased to 35 (from 30)
Damage increased to 25 (from 20)
Drone Assassin
The Drone Assassin has seen very low usage rates for some time now. Increasing its range and the health of its Drones should increase its success rates in combat.
Attack Range increased to 3200 (from 3000)
Drone HP increased to 400 (from 300)
Hijacker
The Hijacker is overdue for some love, as most other Specialists have been improved in the last couple of patches.
Health increased to 460 (from 420)
“Override” ability duration increased to 30 seconds (from 20)
Tempest Dynasty (DYN)
[img src="{STEAM_CLAN_IMAGE}/42794230/270279035ffdcae1ecef8d415ad90fce16f6e06f.jpg"]
Currently, the Dynasty have the edge in the early and mid-game but still struggle against GDF combos in the late game. We aim to improve this as well as increase the possibility space in mirror matches (Dynasty vs Dynasty).
Support Powers
With the Tempest Instability Missile’s detonation now able to hit aircraft, Dynasty players have another tool for Drone clearing and for punishing DCU play.
Tempest Instability Missile
Now deals damage to Air units
Doctrines
In this first Doctrine pass, we aim to improve primarily end-tier Doctrines to increase DYN Doctrine build variety.
Training Regimen
All units gain Veterancy 40% faster (from 30%)
Leading the Charge
All vehicles receive 25% Health increases (from 20%)
Frontline Construction
Build radius bonus increased to 75% (from 50%)
Reduces structure build times by 15% (stacks with other similar effects)
Dynasty Guard
With buffs to the Guard Tower, Marking Mines, Grenadiers, and the GDF’s ability to deliver Engineers via Skycranes, we believe another small improvement to the Guard was warranted.
Attack Speed increased to 0.7-second intervals (from 0.8)
Demolitionist
We aim to encourage more anti-vehicle use with Demolitionists.
Voltaic Spark Gun damage increased to 200 (from 170)
Attack Speed increased to 2.3-second intervals (from 2.25)
Tempest Rig Harvester Wheel
Harvester Wheels are designed to be targets of opportunity, slowing down the Dynasty economy when attacked. Reducing their health makes them more vulnerable to drive-by harassment and should provide GDF players another source of Intel in conjunction with units like Sentinels and Field Scouts.
Health decreased to 260 (from 270)
Operative
Sensor Interference is seldom used because it’s hard to get Operatives close enough to enemy Air forces; increasing its AOE radius should make it dramatically easier to use. Our intent is to make the Operative a useful part of the Dynasty’s anti-air strategy and a thorn in the side of GDF air operations, including DCUs, Drone Operators, and Skycrane/Drone Operator harassment strategies.
“Sensor Interference” ability AOE increased to 3500 (from 2600)
“Sensor Interference” ability cooldown increased to 30 seconds (from 20)
Voltaic Tank
Our aim is that an uncrushable Voltaic Tank will open up Dynasty Mirrors by providing a soft counter for the Tempest Sphere.
Vehicle type changed to “Heavy Vehicle (Harvester)”, so it will no longer be crushable (by “Medium Vehicles”)
Voltaic Turret
Voltaic Turret usage remains lower than intended, so we are giving it a slight boost to make it easier to deploy and more reliable.
Power cost decreased to 60 (from 80)
Attack range increased to 4200 (from 4000)
Leveler
We aim to make this end-game unit more reliable in the face of improved anti-air options such as Peacekeepers, Shieldmaidens, Tempest Instability Missile, etc.
Health increased to 800 (from 740)
Movement Speed increased to 700 (from 600)
Bug Fixes
General Gameplay
Fixed an issue where it was impossible to rotate a Structure in the structure preview (i.e. hologram) when the Doctrine tab was open
Fixed an issue where the abilities of certain units could be used even if the target unit had been destroyed
Fixed an issue where vehicles moving over Tempest Fields could gain the Tempest Overflow debuff and quickly get destroyed after loading a save file
Fixed an issue where Intel wasn’t spent instantly when using the Scrambler’s “Tempest Chaff” ability
Fixed an issue where unit abilities would not activate when double-clicked if your primary selected unit group was changed using TAB
Fixed an issue where Drop-based Support Powers didn’t drop objects if they were used on the map's edge
Fixed an issue where the Hijacker’s Override ability could be used on Drone units
Fixed an issue where units in Stealth mode could attack enemy units automatically if the “Hold Position” command was used
Fixed an issue where the “Medical Kits” perk would heal units right after they entered a garrison instead of every 2 seconds after they entered
Fixed an issue where the Doctrine “Efficient Intel” wouldn’t reduce the cooldown of Skycrane and Condor abilities, which require Intel
Fixed an issue where the Leveler’s “Barrage” ability couldn’t target the ground
Fixed an issue where the Drone Assassin’s “Sacrifice Drone” ability couldn’t be used on enemy units/buildings outside of the ability range
Fixed an issue where the Mercenary Outpost’s “Militia Ambush” ability couldn’t be used if a unit’s production queue was full
Fixed an issue where rocket projectiles might not visually hit a moving target
Сampaign
Fixed an issue where the Life Anchor structure from the “Destroy the enemy’s forward bases” objective could be destroyed before the objective appeared on the 9th GDF mission
Multiplayer/Skirmish
Fixed an issue where Easy AI bots might not choose a location to deploy the Salvage Van on some maps
Fixed an issue where a Spectator could become a player in Custom matches after the game host and at least one other player reconnected to the match
Fixed an issue where a defeated player wouldn’t be able to use camera buttons in Spectator mode
Fixed an issue where a DYN Easy AI bot would build too many defensive turrets
Fixed an issue where Air units with ammo would instantly refill their ammo when a player refunded the researched “Aircraft Ascendence” Doctrine
UI
Fixed an issue where the “Alps” map could be displayed in a player’s match history instead of the map that was played in a previous match in Ranked/Quick play
Fixed an issue where a selected construction site in dimmed Fog of War wouldn’t display information about the building under construction in its unit card
Crashes
Fixed an issue where the game may crash when loading saves of some missions that were made before the latest patch
Various server and game crash fixes
Technical Support
Submit tickets for technical support or bug reports to: https://sabr.gg/TempestSupport 🛠️
Join the Tempest Rising Discord
Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!
[img src="{STEAM_CLAN_IMAGE}/42794230/51cb5252c3c0fe73f2a63ddc62cd143bdc57346c.png"]
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
38.2 GB
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