September 29, 2026 - Patch Notes
Rise. Subjugate. Reclaim.
Four years ago, we revealed Tempest Rising to the world for the first time and were met with an outpouring of anticipation and support from the RTS community.
Last year, we launched the game to further overwhelming support from that same community, and we are very grateful to everyone who has played and enjoyed our modern take on the classic RTS formula. We are very proud of the experience we have delivered and continue to improve upon with Tempest Rising.
Today, we finally release our long-awaited third faction in The Veti's Wrath expansion. We know many of you have been eagerly awaiting this since even before launch. We can't wait for you to dive in and experience the Veti in our brand-new 11-mission Campaign and online multiplayer!
Veti Campaign DLC
Lead the shattered Veti through a full-fledged 11-mission campaign to reunite your forces, reclaim stolen technology, and excise the corruption threatening to subsume your people from within.
Veti Faction in Skirmish and Multiplayer
(Free for owners of the base game)
9 Structures
7 Vehicles
6 Infantry Units
5 Air Units
5 Specialists
5 Defensive Structures
5 Support Powers
1 Superweapon
Updates to Veti Faction
(Since public beta)
For players who experienced the Veti faction in our public beta a few months ago, you can find all the latest changes we made based on your valuable feedback here.
Thank you to everyone who participated and shared their thoughts about the Veti. You directly contributed to improving the faction that is releasing today!
Quality of Life Updates
Along with adding the Veti faction, we also have a variety of quality-of-life updates, balance changes, and bug fixes released in today's patch.
Game
Added global Superweapons timer
This will show superweapons built by all players and the timer for their primary ability cooldown

Added Codex button to the pause menu
Players can now open the Codex during gameplay to more easily access information about units, structures, abilities, etc.

Neutral structures on the minimap now all feature unique icons:
Bridge Minimap Icon:

Bunker Minimap Icon:

Fortification Minimap Icon:

Garage Minimap Icon:

Mercenary Outpost Minimap Icon:

Mission Control Minimap Icon:

Tempest Processing Center Minimap Icon:

Reworked the Unit ally help functionality
Now all units will trigger an attack on an enemy unit that attacked any nearby ally (both units or buildings) within a 3000 radius
Previously, unit reactions were inconsistent
This will bring more consistency to the behavior of units and make it more predictable
Added option to queue Comms Rig mines by holding SHIFT
Added the option to set Comms Rig Comms/Intel modes to ‘autocast’
It will automatically deploy in the Comms mode while not moving
Move orders will automatically switch Comms Rig to Intel mode
Added an option to pause the game automatically when hints are opened in the campaign
This behavior can be configured both in the Hints window and in Game settings
Additional stats have been added for the Spectator Stats Dropdown Widget
Renamed stat: Resources harvested (from previous Credits gained)
New stat: Resources spent
Renamed stat: Units produced (from previous Units trained)
New stat: Units lost
Owned units killed by enemies
Renamed stat: Units destroyed (from previous Units killed)
Enemy units killed by the player
Renamed stat: Buildings produced (from previous Buildings built)
New stat: Buildings lost
Owned buildings destroyed by enemies
New stat: Buildings destroyed
Enemy buildings destroyed by the player

Added search bars in the Codex Window
Main window search bar (will search by unit/structure name and hints only, hiding all other categories)

Status Effects search bar (will search by status effect name)

Solo Skirmish match (without bots) can now be started only in the new ‘Sandbox’ Match type

Map Editor
Added the ability to modify unit definitions through the new blueprint function “Apply definition modifier” and Definition Modifier data asset type (More info in the manual.pdf)
This will allow players to potentially change unit names, descriptions, icons, and many other parameters that weren’t editable before
Added the ability to set structure rotation through the new “Spawn Structure” blueprint function
Added Veti definition tags and related assets to the Map Editor
Multiplayer Ladder Reset
Along with the launch of the Veti, the leaderboards have been reset to start a new multiplayer season. You can find your historical data on your player profile.
Balance Updates
With the addition of the Veti, we are eager to see the various new matchups and strategies players will bring to bear in the game. Both GDF and Dynasty are getting a number of strategically chosen changes that should maximize the number of viable strategies.
The Dynasty, in particular, have been given two tools which should help them scale into the late game, while the GDF early and midgame has been tweaked.
General
We are making 2 small general changes that should impact tactical gameplay considerations.
Anti-Tank Mines
We want to see mines being used more. We’ve made a couple of changes related to mines (such as the Comms Rig now being able to shift-queue mine placement), but this is one of the most significant.
Anti-Tank Mines no longer deal friendly fire damage
Garage
The Garage has been one of the least-used neutral structures, and we believe this change will significantly impact how several maps are played.
The Garage now has a build radius of 7 (previously had no build radius)
Global Defense Force (GDF)
With the GDF, we continue to tweak their early and midgame performance. In particular, we are looking to push the Riot Pod’s viability and versatility. We have also given some attention to several units with lower pick and success rates.
Construction Yard
Last patch, we made several changes targeted at increasing the GDF’s reliance on Credits-costing units in the early game, and changing some Intel income timings related to several timing attacks. This was slightly over-punitive, and we are walking back the Intel gain rate of the Construction Yard to improve these timings and make these strategies more viable.
Intel gain rate increased to 1 Intel every 6 seconds (from 1 Intel every 7 seconds)
Harvester
We are making a very slight tweak to the Harvester’s acceleration.
Acceleration decreased to 402 (from 405)
Refinery
To offset minor income rate changes due to the Harvester acceleration change, we are making the Storage Pod and its resource trickle more affordable, which we hope will lead to increased purchasing of this Pod in the early and mid-game.
Storage Pod Intel Cost decreased to 20 (from 25)
Drone Operator
The Drone Operator was impacted by its previous speed decrease more than intended, so we are slightly increasing its movement speed.
Movement Speed increased to 525 (from 515)
Comms Rig
The Comms Rig's pick and success rates have been lower than intended. These changes, in conjunction with improved utility on its Minelaying and the new Autocast function (see above), are intended to make it more reliable and occupy a better niche in the GDF army.
Movement speed increased to 715 (from 700)
Acceleration increased 15%
New Ability: Structure Disruptor Pulse.
Requires Riot Pod
Disables target building for 13 seconds
Range 3300
Intel Cost: 5
Cooldown: 15 seconds
With the Doctrine Comms Rig Antenna, Build Radius increased to 11 (from 9)
Grenade Turret
The Grenade Turret is first available when Intel costs are at a premium. We are decreasing its cost to make it a more viable option for early and mid-game defensive play.
Intel cost decreased to 7 (from 10)
Riot Van
Riot Van utility was hit somewhat harder than intended by previous patches. We’re aiming to make it a more attractive option, particularly as a carrier of Drone Operators and a general army damage soak.
Health increased to 880 (from 860)
Suppression System ability Intel Cost decreased to 12 (from 15)
Sniper
This change should make the Sniper slightly more effective in mass-army combat.
Attacking from Stealth now has a damage area of effect of 180 (from point damage)
Drone Mauler
Drone Maulers are a popular choice as a damage-focused Intel-costing Tier 3 infantry. This change makes them take a little longer to mass effectively.
Build time increased to 18 seconds (from 16 seconds)
Comms Jammer
We’ve been tracking player feedback about how effectively this Support Power shuts down an entire army. We are making its area of effect slightly smaller, so players must be more tactical to achieve effective coverage of enemy forces.
Area of Effect decreased to 1760 (from 2000)
Drone Strike Station
Both the GDF and Dynasty superweapons are being made slightly cheaper so they can be used more regularly in multiplayer matches.
Credits cost decreased to 3700 (from 4000)
Intel cost decreased to 45 (from 50)
Regional Networking (Intel 6 Doctrine)
We are nudging this Support Power again slightly. We are aiming to increase GDF Doctrine build diversity overall.
Networked range and damage bonus decreased to 15% (from 20%)
Tempest Dynasty (DYN)
Since the GDF and Veti both have powerful late-game economies, we felt the Dynasty needed more support in order to effectively combat the other 2 factions once Tempest Fields have been harvested and resources are scarce. Additionally, we are giving some love to underperforming Dynasty units.
Pillager
By increasing the acceleration of the Pillager while slightly decreasing its maximum speed, we are hoping to make it more consistent at catching infantry without making it oppressive to fight against
Acceleration increased by 15%
Movement speed decreased to 705 (from 710)
Boar Tank
By decreasing the cost and build time of the Boar Tank, we are hoping that players will see it as a better value proposition as a frontline damage soak.
Cost decreased to 1050 (from 1100)
Build time reduced to 27 seconds (from 29)
Line Officer
A slight range increase helps keep the Line Officer behind the immediate frontline and should help increase his survivability
Range increased to 2000 (from 1800)
Salvage Center
The Salvage Effect now persists for a non-trivial amount of time after being applied. This should open up strategies and synergies that allow the Dynasty player to fight, harass, or chase while still gaining resources from attacking vehicles and buildings.
Salvage Effect now persists on units for 17 seconds after application (instead of immediately expiring)
Excavator Platform
By providing a non-trivial resource trickle, the Excavator Platform can work in conjunction with Salvage and/or Doctrines to provide consistent late-game income.
Cost decreased to 4600 (from 5500)
Power cost decreased to 350 (from 400)
Now generates 2000 Credits per minute
Bug Fixes
Base Campaign
Fixed an issue where players might not receive the “GDF General” achievement for completing the GDF campaign on Insane difficulty
Fixed an issue where reinforcements could spawn in the air after the “Deploy MCV at GDF base” main objective in the 11th DYN campaign mission
Fixed an issue where Veti’s Ambassadors wouldn’t try to capture the player’s Construction Yard and Data Core in the 10th GDF campaign mission
Fixed an issue where the Dynasty bomber from the Commando’s Airstrike ability could complete main objectives when flying over them in the 9th DYN campaign mission
Fixed an issue where players could destroy the first SAM site before the side objective for it appeared in the 1st GDF campaign mission if the “Grant all Doctrines and equipment” campaign modifier was used
Fixed an issue where losing Aleks after the extraction timer ended would fail the 7th DYN mission
General Gameplay
Fixed an issue where it was possible to queue more units for multiple production than there was available population limit, which resulted in a loss of credits for unproduced units
Fixed an issue where units with garrison ability wouldn’t execute the next order in a chain queue command after the unloading ability was used
Fixed an issue where units with the Deploy ability wouldn’t execute it if other units blocked a path to the deployment destination
Fixed an issue where Militia units wouldn’t have a player color when trained in the Mercenary outpost
Fixed an issue where players could receive upfront credit cost if their GDF Construction site was destroyed by the enemy
Fixed an issue where the upfront cost wouldn’t apply when constructing the GDF Drone Strike Station superweapon
Multiplayer / Skirmish
Fixed an issue where the player wouldn’t own their created lobby if the nickname contained a number symbol
Fixed an issue where the color of the spectated player’s buildings on the minimap matched the color of the lobby host while the spectated player was reconnecting
Fixed an issue where smoke from destroyed air units of GDF/DYN factions could be stuck in the air in multiplayer matches
Fixed an issue where the season wasn’t available to be viewed by a player if the player didn’t play any matches in that season
Fixed an issue where it was possible to start a Skirmish match without an enemy bot and a single bot in the player’s team
Map Editor and Custom Maps
Fixed an issue where Skirmish bots would move their MCVs or Tempest Rigs away from their starting positions on Custom maps with certain Tempest Fields layouts
Fixed an issue where some Custom maps couldn’t be loaded due to map region limitations (the number of regions increased from 100 to 250)
Fixed an issue where bridges placed in Custom maps would have broken alignment in Multiplayer matches
Fixed an issue where confirmation alignment wouldn’t work on spawners placed in Custom Maps
Fixed an issue where it was possible to save a new mod plugin in the Map Editor outside of the Mods directory
Fixed an issue where visuals in the Map Editor didn’t correspond to the ones in-game when testing the Custom Map
UI
Fixed an issue when the Armory list wouldn’t scroll when the cursor was placed between armory items in the Command Compound
Fixed an issue where the spectator would be assigned to the “Team” they were currently watching by using the “T” hotkey
Fixed an issue where the "Are you sure you want to restart the level?" pop-up window overlapped the "Load Menu" after reopening it from the victory screen
Fixed an issue where the displayed number of slots in the "Max players" column of the "Select map" window was not aligned for custom maps
Fixed an issue where "Author" text was displayed behind player slots in lobby preview for downloaded custom map
Fixed an issue where the name of the "Pause/Unpause all in queue" button in the global production panel was not translated into languages other than English
Veti Faction Changes (Since Beta)

After the Veti Beta, we looked at both player feedback and gameplay data and made a number of changes to improve the Veti performance for all skill levels.
Garrison Enlightened Ability
All units with the ability to automatically call Enlightened to garrison have had this range doubled to make this functionality easier and more reliable.
Range increased to 3000 (from 1500)
Refinement Altar
We want to ensure that the Veti economy remains vulnerable to effective harassment, so we are making Refinement Altars slightly easier to kill.
Health decreased to 1800 (from 1900)
Enlightened
To make managing Enlightened easier, they are now categorized as a “Support” unit rather than an army unit. If Support Unit selection is disabled in the settings, they will no longer be selected with the All Army hotkey.
Now classified as a Support unit
Caretaker
To make using Caretakers more fluid, we are giving them a small increase in movement speed.
Movement Speed increased to 425 (from 375)
Resurrection Anchor
We are looking to use the Resurrection Anchor as a backup source of Ascension Anchors. We are also slightly increasing the rate at which it generates Enlightened, to facilitate early tech or combat operations.
New Ability: Summon Ascension Anchor. Cost: 700. Cooldown: 80 seconds
Enlightened spawn time reduced to 55 seconds (from 60)
Ascension Anchor
Ascension Anchors are critical to Veti technology and were previously too easy to kill when Elevated or Transcendent. Now, they gain health as they are upgraded, which makes it somewhat easier to preserve these important structures.
Health increased by 200 for each tier the Ascension Anchor is upgraded.
Seeker
Seekers are fragile, given their cost, and struggle to perform effectively as flanking attackers, so we have buffed their health and speed.
Health increased to 140 (from 130)
Movement speed increased to 725 (from 700)
War Assembly
Several buildings have had their health increased to be more in line with other structures of their type.
Health increased to 2500 (from 1400)
Celestial Gate
Several buildings have had their health increased to be more in line with other structures of their type.
Health increased to 1900 (from 1400)
Messenger
Messengers have been underperforming, given their cost, and have been made faster to keep up with enemy air units.
Cost decreased to 1000 (from 1200)
Movement Speed increased to 1400 (from 1000)
Build time decreased to 22 seconds (from 25 seconds)
Thunderhead
To facilitate their role as a troop transport, the Thunderheads' health and speed were increased.
Health increased to 1300 (from 900)
Movement Speed increased to 900 (from 700)
Warden
The Warden had some trouble getting into range of enemy units in the beta and has been given a little health and movement speed boost to ensure it works properly in its intended roles.
Health increased to 1350 (from 1300)
Movement Speed increased to 615 (from 600)
Cultivator
As a short-ranged damage dealer, the Cultivator needed to have its stats tweaked somewhat to increase its combat performance.
Health increased to 650 (from 500)
Range increased to 1800 (from 1500)
Veti Eye
Several Veti structures, including the Veti Eye, were somewhat too fragile. Also, to improve Veti tech timings, its cost was marginally reduced.
Cost decreased to 2700 (from 3000)
Health increased to 1800 (from 1100)
Luminary
The Luminary is a key Tier 2 support vehicle, but its cost and range were hampering its performance. A range boost puts it more naturally in the middle of the army, where its ability is easier to use, and with a slightly lower cost, they are easier to incorporate into Veti army compositions.
Cost decreased to 1600 (from 1800)
Attack and ability cast Range increased to 3200 (from 2800)
Ammo increased to 4 (from 2)
Dominance Arc
The Dominance Arc was underused during the beta. To make it more straightforward to use in combat, it has been improved to serve as a better frontline tank.
Health increased to 1500 (from 900)
Now has Combat Servitor Progenesis (Enlightened that die near this unit spawn Combat Servitors)
Dominance Anchor
Like the Dominance Arc that this structure is spawned from, the Dominance Anchor has had its value improved with buffs to its health and attack range.
Health increased to 1500 (from 1100)
Build radius increased to 4 (from 3)
Attack Range increased to 3300 (from 3200)
Phantom Artillery
These units were underperforming as stealth units and as artillery, so we have tweaked several of their stats. However, to offset this, its attacks will deal its full damage to a smaller area.
Stealth cooldown improved to 5 seconds (from 7 seconds)
Range increased to 3900 (from 3800)
Damage increased to 250 (from 200)
The area where full damage is dealt decreased to 200 (from 250)
Corral
Like the Veti Eye, the Corral has been made sturdier and its cost marginally reduced to facilitate better Veti tech upgrade timing.
Cost decreased to 3000 (from 3200)
Build time reduced to 42 seconds (from 45)
Enlightened spawn time reduced to 47 seconds (from 50 seconds)
Health increased to 2000 (from 1400)
Now spawns an Enlightened when first built
Gorgon
Gorgons have had their cost and build time trimmed slightly.
Cost decreased to 2500 (from 2700)
Build time reduced to 38 seconds (from 42 seconds)
Vimana
To increase the utility of the Summon Caretaker ability, it now also spawns several Combat Servitors that can be used for defense or scouting.
Summon Caretaker now spawns 6 Combat Servitors alongside the Caretaker.
War Ender
We have reduced the War Ender’s attack Area of Effect so that it is less lethal to bunched enemy units
Attack AOE decreased to 600 (from 800)
Sanctifier Portal
Several buildings have had their health increased to be more in line with other structures of their type.
Health increased to 4500 (from 1400)
Tempest Relocation Protocol Doctrine
In order to be more consistently useful, we have increased the AOE of this Doctrine’s effect.
Radius of Consecration and Tempest Charge increased to 2000 (from 1200)
Tempest Empowerment Doctrine
As a Tier 6 Doctrine, we wanted to ensure that Tempest Empowerment was appropriately powerful.
Spike Launcher damage increased by 50% (from 33%)
Efficient Awakening Doctrine
The previous version of this Doctrine did not yield a sufficiently useful effect relative to its opportunity cost.
Awakened Factories now refund 10% of the cost of the unit (from 5%)
Anchoring Doctrine
To be more consistently useful, we have increased this Doctrine’s effect.
Awakened Perk effects are now increased by 30% (from 20%)
Regrowth Doctrine
Slight improvement to the Doctrine by giving it a new effect.
Now also increases Caretaker Health by 25%
Resurrection Doctrine
As a part of this Tier 6 Doctrine, we are improving the effect of Ascension Anchors’ Consecration aura, making it a better intended replacement for Sacrifice.
Radius of Consecration from Ascension Anchors increased to 2000 (from 800)