Public Beta Available - version 1.3.8.6

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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MaximKI
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Public Beta Available - version 1.3.8.6

Post by MaximKI »

Hi everyone,

Please try this new beta and let us know if it helps your game. We encourage you to start a new game as there may be changes that only take effect upon starting a new game.

To facilitate frequent beta iterations as needed, this beta is only available for now on Steam and GOG. All Matrix customers also have a free Steam key available (through your My Page) which can be activated if desired to install DW2 via Steam and test this Beta there.

On Steam, you can switch to it by going to Distant Worlds 2 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game on the bottom right.

On GOG, you can switch to it by going to Distant Worlds 2 in your GOG Library, selecting Distant Worlds 2, then clicking on the button next to "Play" that looks like two horizontal lines with small offset circles, choosing Manage Installation -> Configure then picking the latest Beta from the Beta channels drop-down list and allowing GOG to update.

The Core game engine has been upgraded to use newer versions of Stride and .NET. We now include .NET in the game executable, so no additional external .NET redistributables are required.

IMPORTANT NOTE: If you still experience crashes with 1.0.6.4 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. DXVK is only guaranteed to work with the SDR (Standard Definition Rendering) option in your game settings. It may work with some HDR (High Definition Rendering) settings, but we do not advise trying those at this time. The DXVK option will likely resolve many issues caused by driver bugs or incompatibilities.

If you try this setting and the game does not launch, please note the command line option in the changes below to switch back to DirectX 11. (To force DirectX on launch, add --use-dx11 as a command-line argument to DistantWorlds2.exe).

Changes in 1.3.8.6 (November 6th, 2026):

Important note: This version includes a major data overhaul, as well as a refresh of the ShipHullModelData. To make sure you have the latest data changes in your game, we advise starting a new game on this version. In addition, we suggest completing a clean reinstall of your game to minimize issues from data conflicts.

CRASH FIXES
- fixed crash when evaluating resources mined at a location
- fixed crash when auto-assigning fleet mission
- fixed crash when determining location exploration level

USER INTERFACE
- fixed 'Under Construction' filter in Planetary Facilities screen

RESEARCH TREE REFRESH
- The entire research tree has been reviewed, with many, many, changes made to improve the research gameplay experience. Please give it a try and let us know how you like it!
- Projects have been moved, rows added/removed, new projects added, paths changed, new components added, unlocks and requirements changed.
- Many race-specific components have been greatly expanded to the highest tech levels, with repeatable projects added, especially for all race-specific weapon component projects.
- The Starfighter tree has been completely re-done (see below)

COMPONENT REFRESH
- Most if not all components were also revisited, with some in each category getting adjustments and almost all Weapons getting another design pass, with many getting additional variants or levels.
- Many balance issues were addressed along the way and compatibility with ship design policies was improved.
- Three new weapon components were added: Ripper Beam, Charge Pulse Blaster, Omega Transphasic Repeater

STARFIGHTER REFRESH
- The Starfighter tree has been completely re-done. The Starfighter hulls have been completely re-done. Strike Fighters are gone, now there are just Interceptors and Bombers, but they have been rebalanced in their stats and levels.
- updated fighter and bomber ship hulls (includes updated SHMD files. For a clean install, you can remove the existing data/ShipHullModelData folder prior to verifying files)

SHIP HULLS
- Some adjustments to build, maintenance and resource costs for ship hulls

PLANETARY FACILITIES
- Some tweaks to planetary facilities

SHIP AUTOMATION
- damaged construction ships that cannot complete construction of new bases will now properly cancel their build mission and head for repairs
- ensure that automated ships that are manually-assigned a mission to Pick up Debris at Location' retain their automated state and do not switch to manual

CONTRACTS
- when generating 'Destroy Creature' contracts reduced number of allowable hostile creatures at location to 2 or less so that these contracts are less dangerous and more achievable. Note however that 'Clear Creatures at Location' contracts may have many creatures at the same location
- ensure that accepted 'Destroy Target' contracts immediately show galaxy map ping for targets, even when otherwise unknown, thus making contracts easier to fulfill

EVENT PIRATES
- ensure that all story pirates randomly select a playstyle and pirate hull set (when not specifically set by the event) so that they use proper pirate ship and base models (e.g. Ghost Fleet)

SHIP EQUIPMENT
- no longer auto-offload equipment when a ship docks at base or colony of own empire
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