Hello Scouts!
Here's a roundup of the improvements and fixes released last month from September 27 through October 25. We've improved readability on Steam Deck, added a larger crosshair option, and fixed issues that could block progress in the campaign and on random maps.
Steam Deck and accessibility
UI Scale now goes up to 200%, with 150% as the default on Steam Deck.
The new Large Crosshair option enlarges the aiming dot by 50% while preserving its outline thickness. It applies immediately and is enabled by default on Steam Deck.
Objectives and the wave countdown sit in the bottom-right corner on Steam Deck, clear of the hotbar.
Building and computer panels on Steam Deck are centered and resize to fit the screen.
The minimap grows more gradually at larger UI scales, leaving more of the game visible.
The single-player marker is now a white circle with a black outline on the minimap and full map, and stays visible throughout its pulse animation.
Steam Deck detection is more reliable, including when connected to an external display.
The unavailable “Start Co-op” option is hidden on Steam Deck.
(updated UI for Steam Deck)
Campaign, tutorial and demo fixes
Need More Power can be completed again. The Power Expander stays available on the mission map, including when continuing a save made during the mission.
The lava protection mission is won after holding out for 3 minutes.
The tutorial's turret upgrade objective counts an upgrade of any defense tower, including towers built during the tutorial.
The tutorial's computer objective completes only after using the laptop.
Fixed terrain setup being skipped when loading some story maps.
The demo ending map correctly starts the player when loaded directly.
The demo ending and its achievements no longer trigger before the final wave has arrived.
Random maps and mission objectives
Fixed random-map objectives that could be impossible to complete. Goal Points and crystals are reachable with the starting drill. Kill Enemy targets and required items are no longer sealed behind unbreakable rock, and required items are no longer hidden in vaults.
Maps that cannot be made winnable are regenerated. Maps without enemy spawners are also regenerated.
Survive objectives with a fixed number of waves no longer repeat the last wave forever.
“Kill all enemies” objectives wait for enemies still queued or emerging from nests.
Interface, controls and other fixes
The build menu follows the current UI Scale when opened, without restarting the game.
Long objectives and status messages wrap correctly at larger UI scales. Tutorial hints are no longer hidden behind the minimap.
Interaction prompts above the player follow UI Scale immediately and remain anchored above the character.
The map shortcut correctly closes the map while the Hotbar backpack remains open.
Leave Feedback supports controller navigation. On Steam Deck and in Big Picture, pressing A on the title or description opens Steam's on-screen keyboard. B closes the form and returns focus to the button that opened it.
The Drill Workshop prevents buying another drill when you already carry one. Attempting a duplicate purchase awards “Don't need 2 drills”; drill upgrades are unaffected.
Unavailable workshop stands in the Campaign Hub explain where they can be used and show an orange-red status light.
Empty folders left behind by Steam Cloud no longer appear as corrupted saves.
Reduced unnecessary processing of fully faded gore particles.
The main menu's “Play Game” button is now called “New Game”.
A note for Steam Deck players
Steam Deck profiles receive a one-time update to display defaults, the Hotbar inventory and default control bindings. Audio, language and vibration settings are preserved. Large Crosshair is also enabled for existing Deck profiles. You can adjust your preferences afterward, and later launches will preserve your choices.
Thanks for playing and sharing your feedback!