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Early Access Build - 0.73.F.1 ( Ananke Patch )

  • Simple Modding Support

When starting a new game you can enable mods and choose from four build in mods

or from custom mods that you can place in your local save folder.

For now the mods only can change some gameplay settings but we plan to extend the modding system so that events, text or even pictures can be changed at some point.

If you are interested in the modding details check out the modding setup page in our

new wiki : https://wiki.fermi-paradox.com/doku.php?id=setup

Steam Workshop is not supported at the moment but we will add this in a future update.

  • Build in Mod : Big Galaxy

20 inhabitable planets instead of the default 10.

Distances between stars are closer so your starships will travel shorter distances. 

Victory Conditions for the Final Technology are increased. 

  • Build in Mod : Faster Starships / Signals

Ships and signals travel 3 times faster. That is approximately the speed they have

in our demo.

  • Build in Mod : Hard Science Fiction

If you think in a game about the Fermi Paradox there is no place for FTL technology 

you can play this mod that caps the maximum techlevel at the Singularity Age.

  • Build in Mod : Zero Synthesis Costs

Nothing costs Synthesis - all Event Options and Flares are free. This is for player how want to play purely narrative and roleplay they civilizations without handling the Synthesis challenge. Beware you still have to deal with resource shortages and robot uprisings. This will be replaced at some point by a proper Storyteller mode. 

  • New Change Course Signal Event 

Starships that receive signals from a star that is not their destination or their origin can switch course to investigate the signal, if the signal origin is closer than the destination. 

Option A : Ship changes course, Positive Contact, Increase Ethics and Research and Decrease Resource Consumption

Option B : Ship stays on course, Neutral Contact

Option C : Ship changes course, Negative Contact, Increase Harm and Decrease Ethics

  • Universal Events

We are adding more events that can happen on starships, colonies or full fletched civilizations to create more variety

  • New Sol System Event "The Robots of Anake"
  • New Course Change Event "Divided Destination"
  • New Course Change Event "Golden Opportunity"
  • New Course Change Event "To boldly go for no one has gone before"
  • New Course Change Event "Answer the Call"
  • New Course Change Event "An new Target"
  • New Course Change Event "Xeno Head Start"
  • New Course Change Event "Paradigma Reevaluation"
  • New Course Change Event "Priority Evaluation Matrix"
  • New Course Change Event "Call of Planet X"
  • New Course Change Event "Lonely Hearts"
  • Terraforming Event "Autogenesis"
  • New Lightspeed Universal Power Event "Weaponized Dreams"
  • New Lightspeed Universal Power Event "Fusion Guns"
  • New Singularity Universal Power Event "Polyweapons"
  • New Singularity Universal Power Event "Phantom Guns"
  • New FTL Universal Power Event "Pulsar Weaponry"
  • New FTL Universal Power Event "Implosion Shells"  
  • Balancing - Synthetic uprising start with a much lower population and harm values. Making them easier to overcome by societies with high population or higher harm values. 
  • Balancing - When synthetics fight with biological systems or ships the population bonus is increased if one side has 1000 or even 10.000 times more population.
  • Balancing - Robots run not so fast out of resources when they settle on a new planet or conquer it.
  • Bugfix : Robot wars with very large population civs were sometimes calculated wrong.
  • Bugfix : On some computers the first popup message or even the button text of the main menu has some "missing localization texts" because the localization files where not loaded quickly enough.

  • More star systems are added ( Epsilon Indi , Fomalhaut , Groombridge , Pollux , Vega, Xixax and Northstar )
  • Galaxy Generation Text is now different when you load a game
  • Removed Twitter Icon and added Bluesky Icon