About the Game

Vectorio is a base-building tower defense game set in cyberspace. Claim and collect resources, build automated supply chains with drones, research new technologies, and deploy powerful defenses to protect your base against a relentless and ever-growing onslaught of enemy forces.

No Belts. Only Drones.
In Vectorio, all logistics are handled through configurable drones that transport resources between buildings. Assign drones to resource clusters, set up delivery routes, and manage the flow of materials across your growing network. As your base expands, keeping your supply chains running smoothly becomes a real challenge in and of itself.

Engineering & Customization
Vectorio's Engineering system lets you modify buildings in ways that can change and improve how they function. Tweak stats and alter behaviors to make buildings work the way you want. Turrets, drones, collectors — nearly everything can be engineered, and no two bases will look or function the same way.

Infinite Free-Form Building
Your base exists on an infinite grid with no boundaries and no predetermined layout. Place buildings wherever you want and purchase new chunks of cyberspace to expand your territory in any direction. The only limit on how large your base can get is how well you can keep it supplied and defended.

Game Features:
Co-op Multiplayer: Build, automate, and defend together with friends
No Conveyor Belts: Automate everything through configurable drone networks
Research Tree: Over 30 techs to unlock and discover
Power Poles: Manage and distribute power across your base
Alternate Recipes: Discover new ways to produce resources and optimize your supply chains
Engineering: Modify how your buildings function to suit your playstyle
Quests & Lore: Uncover the evolving story behind ALTAR and the threats lurking in cyberspace
Screenshots
18 imagesVersion Information
Steam Patch Notes
Official update history
Hello everyone!
A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.
How to opt into experimental:
Locate Vectorio in your Steam library
Right click and go to "properties"
Find the "betas" branch
Using the dropdown, select "Experimental"
Experimental Info:
Testing Cycle: ~2 weeks
Experimental Saves: Disabled
Backwards Compatible: Up to v0.3.0
Update Type: Experimental Patch
Contains Spoilers: Yes
Questions? Comments? Concerns? Let me know below or on our Discord server:
Patch Notes
The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.
NEW CONTENT:
Added a new long-range power pole unlocked in ALTAR, the Power Pylon.
GAMEPLAY CHANGES:
Crits now break armor, and explosions no longer break armor.
Updated cluster graphing to make portal throughputs FAR more accurate; you will likely notice a major reduction in resource imports.
Increased HUB storage capacity from 70 to 1000.
Increased all Crafter input buffers from 1x to 3x
LEVELS & XP:
Redid most of the Shotgunner's levels & stat buffs to better suit its role.
QUALITY OF LIFE
Builder drones will now prioritize builder ports, if they can afford it, before building anything else.
Buildings destroyed by enemies that are in range of a builder port will automatically re-queue themselves as a ghost.
OTHER CHANGES:
Changed the Ranger and Marksman descriptions to more accurately reflect their purposes
BUG FIXES:
Enabled the Critical Damage multiplier & Critical Chance stats to actually work
Fixed the Stabilized Flux recipe from requiring Stabilized Flux as an input
Swapped the Marksman tech back to the Ranger tech
Switched the Ranger and Lancer techs position in the tree
Fixed hub resources not being saved across reload
KNOWN ISSUES:
Bullets sometimes enter a state of limbo when hitting a hive; I may have fixed this by adding a secondary guard to the collision state, but it is unconfirmed as I have been unable to produce this bug in the editor.
There are various bugs with multiplayer, especially in the Abyss.
Balance Changes
The following is a list of changes relating to the balance of the game. These may or may not affect pre-existing base layouts depending on the severity of the changes.
Gilded Crystal
⇧ Increased crystallite requirement from 2 to 3
⇩ Reduced gold requirement from 3 to 1
Shotgunner
⇧ Increased pellet damage from 2.5 to 4
⇧ Increased pellet lifetime from 0.8s to 1.0s
⇧ Increased range from 8 tiles to 9 tiles
⇧ Increased barrel rotation speed from 65 to 80
⇩ Reduced firerate from 0.83s to 0.67s (1.2s -> 1.5s cooldown)
Status Chamber
⇩ Reduced tile range from 16 tiles to 10 tiles
Hex
⇧ Increased power value from 6w to 10w
⇧ Increased burn time from 2s 8s
Stabilized Hex
⇧ Increased power value from 6w to 15w
⇧ Increased burn time from 2s to 10s
The Abyss
⇩ Reduced the initial Stabilized Hex cost from 500 to 100
Datawing
⇩ Reduced attack range from 10 tiles to 9 tiles
⇩ Reduced detection range from 25 tiles to 15 tiles
Fighter
⇩ Reduced attack range from 30 tiles to 9 tiles
⇩ Reduced detection range from 30 tiles to 15 tiles
Lancer
⇧ Increased explosion radius from 1 tile to 2 tiles
Hello everyone!
A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.
How to opt into experimental:
Locate Vectorio in your Steam library
Right click and go to "properties"
Find the "betas" branch
Using the dropdown, select "Experimental"
Experimental Info:
Testing Cycle: ~2 weeks
Experimental Saves: Disabled
Backwards Compatible: Up to v0.3.0
Update Type: Experimental Patch
Contains Spoilers: Yes
Questions? Comments? Concerns? Let me know below or on our Discord server:
Patch Notes
The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.
QUALITY OF LIFE:
Added a range display to the Status Chamber to help visualize the enemy spawn range
Updated the "Close" button on the Discovered pop-up to always show immediately
Skipping the tutorial now unlocks all discoveries, and no longer plays them
BALANCE CHANGES:
Increased the number of hives in the starting area of the Abyss from 1 to 3
Increased spawn chance on Status Chambers from 10% to 20%
Changed Marksman cost from 10 Stabilized Flux to 10 Stabilized Hex
BUG FIXES:
Fixed resource painter tool from showing up in the palette designer
Fixed filter bug caused by legacy unlock conditions, making it impossible to take certain resources out of the hub or pickup certain resources from shared containers
Fixed the Hex Spawn recipe from outputting Stabilized Nitrium
Fixed heat level UI from collapsing on itself, making it unreadable
Fixed delayed entity destruction on outposts; destroying the core is now instant
KNOWN ISSUES:
Bullets sometimes enter a state of limbo when hitting a hive; I may have fixed this by adding a secondary guard to the collision state, but it is unconfirmed as I have been unable to produce this bug in the editor.
Faction switching is enabled, will be disabled in the next build.
An update has been deployed to the live environment! While this patch has been tested, further testing may be required to ensure the issues fixed in this build do not reappear.
Questions? Comments? Concerns?
Let me know below or on our Discord server:
Patch Notes
BALANCE CHANGES:
Lowered cost of Cargo Port from 150 gold to 140 gold
BUG FIXES:
Fixed multiple issues inside of the entity tracking system that could cause turrets to not properly receive tracker updates, leaving them in an idle state
Fixed changing the world name through the editor window permanently bricking the save
Fixed power poles being disabled due to a hidden game rule
Fixed object pooling issue with Hives
An update has been deployed to the live environment! While this patch has been tested, further testing may be required to ensure the issues fixed in this build do not reappear.
Questions? Comments? Concerns?
Let me know below or on our Discord server:
Patch Notes
BUG FIXES:
Fixed multiplayer bug where connected clients could not configure drone routes after warping
Fixed turrets placed near world edges becoming permanently idle
Fixed Abyss Core from not crafting
An update has been deployed to the live environment! While this patch has been tested, further testing may be required to ensure the issues fixed in this build do not reappear.
Questions? Comments? Concerns?
Let me know below or on our Discord server:
Patch Notes
QUALITY OF LIFE:
Enabled tooltips on resource slots to display resource names
BALANCE CHANGES:
Removed armor from the Bomber unit
Reduced Bomber explosion radius from 10 tiles to 6 tiles
BUG FIXES:
Fixed missing achievements (Distilled Knowledge & Eureka!)
Fixed drones from sometimes going inactive after warping
Fixed placement sound being unaffected by audio settings
Fixed crafter input and output slots not correctly saving
Fixed power and heat context tooltips positioned incorrectly
Fixed some issues with load ordering that could cause certain events to mistakenly trigger after reloading a save or warping to a different region
Note on drone issues: I am actively monitoring this to ensure no more bugs pop-up; if they do, I will continue to apply fixes for the specific issue ASAP. This is quite a complex module that interacts with multiple game systems, so issues tend to present themselves in the same-way (drones stop functioning) even though the underlying problem could be drastically different. I hope this fix is the final one I need to make, but if not you can expect fixes to come quickly as it is a top-priority for me right now to have drones work consistently as they are the backbone of logistics.
An update has been deployed to the live environment! While this patch has been tested, further testing may be required to ensure the issues fixed in this build do not reappear.
Questions? Comments? Concerns?
Let me know below or on our Discord server:
Patch Notes
GAMEPLAY CHANGES:
Added new game setting, "Show All Filters"
BALANCE CHANGES:
Reduced the range that Lumina spawns at from 5 tiles to 3 tiles
Reduced the range that Nitrium spawns at from 5 tiles to 4 tiles
BUG FIXES:
Fixed upgrades not being applied correctly on reload
Fixed drone filter not correctly detecting outputs from Hub
Fixed tutorial toggle prompt displaying on every reload
Fixed Core Assembler having no cost or recipes assigned to it
An update has been deployed to the live environment! While this patch has been tested, further testing may be required to ensure the issues fixed in this build do not reappear.
Questions? Comments? Concerns?
Let me know below or on our Discord server:
Patch Notes
GAMEPLAY CHANGES:
Changed Heated Plasma from "Enables bullets to pierce through a unit before expiring." to "Slightly increases turret damage."
Added auto-filtering on Hub resource receiver to prevent backfills
BALANCE CHANGES:
Reduced the range that Iridium spawns at in Abyss from 3 tiles to 2 tiles
Increased the size of Iridium deposits from Small to Medium
Increased the spawn chance of Huge Iridium deposits from 2% to 5%
BUG FIXES:
Fixed players connected to host being unable to configure ports in multiplayer
Fixed sending resources through Gateway's being inconsistent
Fixed Turret's randomly entering a limbo state and refusing to target Unit's
Fixed Gargoyle using the Repeater firing sound
An update has been deployed to the live environment! While this patch has been tested, further testing may be required to ensure the issues fixed in this build do not reappear.
Questions? Comments? Concerns?
Let me know below or on our Discord server:
Patch Notes
BUG FIXES:
Fixed serialization issue with pipette data not being applied in multiplayer
Fixed timing issue with metadata application to drones in multiplayer
Fixed drone port door animation inconsistencies
Fixed double underscore for Carrier ID
Fixed incorrect ID's for Plasma Round and Artillery Shell
Fixed incorrect description for Driller
Fixed errors when warping to new regions for the first time in multiplayer
Potential fix related to auto-filtering that would cause drones to stop functioning
An update has been deployed to the live environment! While this patch has been tested, further testing may be required to ensure the issues fixed in this build do not reappear.
Questions? Comments? Concerns?
Let me know below or on our Discord server:
Patch Notes
BUG FIXES:
Learned left from right to fix incorrect direction used in tutorial
Fixed incorrect research tree being opened by default
Fixed space key not working in tutorial
Fixed scrolling on the designer palette also zooming the camera in/out
Fixed hives not registering collisions with bullets
Fixed save system from loading incorrect region upon reload
Removed group spawning algorithm (temporarily)
Hello everyone!
A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.
How to opt into experimental:
Locate Vectorio in your Steam library
Right click and go to "properties"
Find the "betas" branch
Using the dropdown, select "Experimental"
Experimental Info:
Testing Cycle: ~2 weeks
Experimental Saves: Disabled
Backwards Compatible: Up to v0.3.0-beta.5 (however, recommend starting a new save)
Update Type: Experimental Patch
Contains Spoilers: Yes
Questions? Comments? Concerns? Let me know below or on our Discord server:
Patch Notes
The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.
NEW CONTENT:
Added a new painting tool, enabling the ability to paint buildings & tiles
Added a new world feature, Boosters
Requires a steady input of resources to activate the Booster
When activated, will boost a specific stat for all nearby buildings
Added a new mid-game unit to The Abyss, Bomber
Starts a detonation sequence when getting close to buildings
If it manages to finsh the countdown, it will explode dealing huge area damage
BALANCE CHANGES:
Increased Hub starting power from 100w to 250w
Replaced Repeater Tier V upgrade "Multi-feed (+1 bullet)" with "Plasma Infusion II (+10% damage)"
Reduced Repeater engineering slots from 2 to 1
OTHER CHANGES:
Disabled the 2-way channels for Gateways, instead defaulting to sending resources to the Hub.
This is being done to simplify cross-region resource transport in the early-game.
2-way channels will be re-enabled for Interstellar Freighters in a later update.
Added new fog-of-war mechanic for expansion, which will play into scanning down the line.
Removed quest Return Trip, instead unlocking the ALTAR Gateway by default upon entering Abyss.
BUG FIXES:
Potential fix for Drone's entering a limbo state until being manually kicked out of it.
Fixed selection context not being used correctly; will no longer select entities when unapplicable.
CORE TECH:
Refactored all shaders to use a central shader pipeline. This is purely for maintainability, and shouldn't make much difference in regards to performance.
Updated the tile manager, providing a far more robust API. This is used heavily by the new tile painter tool, but again shouldn't make much difference in regards to performance.
KNOWN ISSUES:
Turrets will sometimes refuse to shoot at enemies after reloading a save
The painting tool interactions can be a bit finnicky especially when selecting the default swatch
Resources tiles sometimes do not reset across region changes; this is purely visual
Development Updates
This is just a few updates from my end, just so everyone over here on Steam is up-to-date with what's going on in the first quarter of 2026! I posted this over on our Discord, which for those interested in the game is the best place to follow along with development.
Development was halted for the last week of January, as I was quite busy with some IRL stuff. I did get back on track at the start of February though, and pushed forward to get this update out
HOWEVER, development will be pausing again tomorrow (Februrary 14th) to next Sunday (Februrary 22nd) as I will be travelling during this time.
When I return, the plan is to push forward with Phantom Plains and Multiplayer, with the hope of getting them out before the end of February (though that may be a tad optimistic)
The hard deadline for the update to go to live is March 9th, which is the start of the Tower Defense Festival. Of course, this is absolutely not the end of development on v0.3, there'll still be much to do once it's live.
To stay up-to-date, I recommend joining our Discord!
Hello everyone!
A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.
How to opt into experimental:
Locate Vectorio in your Steam library
Right click and go to "properties"
Find the "betas" branch
Using the dropdown, select "Experimental"
Experimental Info:
Testing Cycle: ~2 weeks
Experimental Saves: Disabled
Backwards Compatible: Up to v0.3.0-beta.5 (however, recommend starting a new save)
Update Type: Experimental Patch
Contains Spoilers: Yes
Questions? Comments? Concerns? Let me know below or on our Discord server:
Patch Notes
The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.
POWER NETWORKS:
A new mechanic designed around adjusting expansion mechanics to be more in line with the tower-defense / resource management systems in the game.
Here's how it works:
Defenses now require power distributed to them via power poles
Power poles function similarly to how Reclaimer's used to function, without the annoyances
These power poles must connect back to your hub; if this connection is severed, portions of your base may become unpowered and thus undefended
CROSS-REGION RESOURCE TRANSPORT
At long last, you can now transport resources across your regions using Gateways. This has been months in the making, and I'm very excited to finally have the first iteration of it ready for testing.
Here's how it works:
Gateways can connect to each other across regions, allowing for resources to be transported from one region to another
There are 3 requirements for portals to connect...
Each port MUST target the others region (ex. Abyss portal placed in the ALTAR region would connect with an ALTAR portal in the Abyss region)
Portals must both be assigned to the same channel; this channel ID is unique and only one connection per portal pair can be established at a time
The portals must finally be connected to your logistics network; if they are not connected, they will stop transmitting resources ot one another
Once connected, portals in the active region (that being the one you are in) can import or export to other regions, which are now simulated while off-screen.
This simulation is a WIP; it essentially takes a snapshot of your base when warping, calculating the throughput of each cluster & drone. This calculation is currently approximated, but will become more accurate over time as I continue to iterate on it.
An optional hotix is now available to download on the Experimental branch. (v0.3.0-beta.10e)
BUG FIXES:
Fixed a major issue that was causing drones to enter a state of limbo; the prior patch only partially fixed the problem; it should now be completely fixed.
Fixed a major issue with Unit's that would cause them to sometimes clip through buildings or not target nearby buildings.
Fixed the Turbine building not being targetable by drones, as well as updated it to correctly use the new EM tools & rendering pipeline.
KNOWN ISSUES:
Due to Unit optimizations, there is a known issue with collisions where Unit's will "lag" into a building causing a ton of damage events to be invoked. This is being worked on.
Current Release
Build 22324003
Uploaded Oct 11, 2026
System Requirements
How to Install
Vectorio.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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